Ingenuity and Infiltration: A Foundational Haqqislam List and Primer


This article has two purposes:

  1. To provide a 300 point Haqqislam army list, which contains units that have an identifiable “Haqqislam” feel to them in terms of attributes and playstyle.
  2. To provide a brief primer which guides the user in how to properly utilise the list for maximum success.

Two words of warning before proceeding:

  1. This article will be reasonably long. The aim is to cover the core functions of the list and to justify the inclusion of every troop, and therefore there is a lot of ground to cover!
  2. This article has been written in 2021. As the game develops and changes troop attributes and costs might change too. If you’re reading this in the future, it might be worth double-checking all the unit profiles presented here!



The list is broadly separated into five separate sections, which I’ll cover in more detail individually:

  1. Gunfighters
  2. Skirmishers
  3. Trading pieces
  4. ARO pieces
  5. Utility

As I cover each unit and function you might encounter skills and equipment you haven’t heard of before. If you’re unsure about anything then use the Infinity Wiki to check! This article will make a lot more sense to players who have a little knowledge of the game and know how a variety of the skills work, but if you are reasonably new then I’d recommend going through the document slowly and looking up anything you’re not confident with.  


What is a gunfighter? Very simply, it’s a unit that is able to win face-to-face rolls and push through damage onto enemy troops. A gunfighter is an aggressive piece that removes the opponent’s models. Different gunfighters do this in different ways, but they usually share at least one or two of these traits:

  • High BS value – the unit fires shots accurately
  • A way to minimise the opponent’s BS value such as Mimetism – the opponent can struggle to hit them (which makes the face-to-face roll easier for you)
  • A damaging weapon – any successful hits have a high likelihood of killing the opponent
  • A way to travel the board safely such as Camouflage – they can get to the fight with minimal risk (because you don’t want the troop to die before it pushes forwards)
  • High toughness – they can take a hit and keep going (because you don’t want your gunfighter to die after one unlucky roll of the dice)

Anything in Infinity can be a gunfighter in the right situation, and therefore it would be a mistake to consider the above units the only gunfighters in the list. However, when building a list it’s a good idea to include a few units that are specialised gunfighters. That is to say that they’re particularly well equipped for the role.

Gunfighters are usually used to push forwards in a proactive manner in order to threaten the opponent’s ARO pieces, or other valuable assets. You include them in a list to create space for the rest of your troops (gunfighters clear out ARO pieces in order to make the board safe), and to threaten the opponent’s valuable troops (gunfighters kill important troops so that the opponent cannot complete the mission). You’ll often find that you spend most of your orders on gunfighter units in the early turns of the game, in order to weaken your opponent. 


The Asawira has a very impressive BS value of 14, a threatening weapon in the AP spitfire, and high toughness due to its ARM value of four, two wounds, and Regeneration. It is also proficient in close combat.

The Asawira in this list is a heavy infantry or TAG killer. The AP Spitfire is a high burst weapon which halves the opponent’s armour value, and therefore it’s excellent at wounding troops that your other guns can’t hurt.

Regeneration is a skill that allows an unconscious troop to roll a PH check at the end of the turn, and if successful they gain a wound and stand back up! The significance of this is that if your opponent sends your Asawira to the unconscious state then you have a very good chance of it regenerating. As a result of this, many people will spend extra orders ensuring that an Asawira is fully dead before moving on. 

Note that the Asawira has the Frenzy skill. This means that after wounding an enemy troop it becomes Impetuous at the end of that turn. An Impetuous troop cannot claim cover, and gets a free Impetuous activation at the beginning of your turn. This is simultaneously an advantage and disadvantage. The free Impetuous activation is fantastic, but not being able to claim cover makes the Asawira significantly worse at winning face-to-face rolls and surviving hits.


The Zhayedan boasts Marksmanship which means that it ignores cover for the purposes of calculating its BS value. It is therefore usually shooting with an incredible BS value of 15 (BS12 + 3 for range). On top of this the Zhayedan also packs an HMG and Regeneration.

This troop is a fantastic medium-to-long range gunfighter that is very good at taking down light-to-medium targets. Be aware that the HMG’s damage value of 15 and lack of AP (armour penetrating rounds) can be a liability against the most heavily armoured opponents. If the opponent is running a lightly armoured sniper that’s within 32″ then the Zhayedan has a very good shot at taking it down.


The Mukhtar brings a lot to the list. Among its skills and attributes it includes: BS13, Mimetism (-3), No Wound Incapacitation, Forward Deployment (+4”), and a Viral Rifle.

Offensively, the Viral Rifle is very interesting because it uses an ammunition type which forces the target to make two BTS saves for each successful hit. Furthermore, many troops have lower BTS values than ARM values. For example, a lot of heavy infantry have ARM4, but BTS3. In some specific cases a Viral Rifle is going to be the best weapon to take down a target.

Defensively the Mukhtar has No Wound Incapacitation and Mimetism. No Wound Incapacitation is interesting because it means that after the Mukhtar takes its first wound and goes unconscious it can continue fighting. However if it then takes another wound it dies. Due to this we can consider the Mukhtar as having pseudo-two-wounds. It almost has two wounds. 

Mimetism (-3) renders the Mukhtar harder to hit for any troop that lacks a MultiSpectral Visor, and this is important because it adds to the survivability of the unit. Putting the Mukhtar in Suppressive Fire will result in the -3 modifier from Mimetism stacking with the -3 modifier from Suppressive Fire, and therefore it can be really difficult to remove.


Skirmishers are usually lightly armed and armoured units that begin the game further up the table as a result of skills such as Infiltration or Forward Deployment. They often utilise the Camouflage state in order to increase their maneuverability and safety. These troops tend to be very flexible and can act as specialists (which are necessary in many missions to score points), or as gunfighters. 

The trade-off with skirmishers compared to gunfighters is worse BS values and armour, in exchange for better positioning and maneuverability skills. Camouflaged troops need to be discovered before they can be targeted by attacks, which affords them excellent flexibility when it comes to moving. You could move your Camouflaged troop 1” in front of an enemy and they couldn’t do anything to target you until they reveal you, or you reveal yourself. You can therefore use skirmishers to advance upon the enemy more safely. 

There are two main uses for skirmishers. The first is as specialists. Many missions require a specialist (doctor / hacker / engineer / forward observer / chain of command / specialist operative) to interact with a scenery element that is in the middle of the board, in order for you to score points. Skirmishers are typically specialists which deploy so far up the board they can achieve this within the space of one or two orders. They’re an incredibly efficient way to score points in many missions. 

The second use is as a careful hunting unit. Whilst non-skirmisher gunfighters might have the raw power to hit a unit head-on, skirmishers can’t usually do this. However they can use Camouflage to maneuver around certain threats. Imagine an enemy sniper is threatening a long firelane and keeping your troops pinned down. A skirmisher can walk right past, whilst in Camouflage state, and ignore it! By spending orders carefully you can potentially maneuver your skirmisher so that it is behind enemy troops, or can take a shot from an angle that denies the enemy cover. This allows them to make up for their low BS values. As does the massive +6 bonus to hit that shotguns have if you’re within 8” of the target. Lots of people imagine skirmishers as hunters; carefully moving around the board and attacking the enemy from unexpected angles. 


The Farzan profile we have taken possesses the Chain of Command skill, along with a Shotgun, Mines, and a decent BS value of 12. As with most skirmishers it has Camouflage and Infiltration.

It’s very important to understand that the Chain of Command skill allows the Farzan to become Lieutenant (LT) when your normal LT dies (in this case the Asawira). Therefore, the presence of the Farzan in the list enables your Asawira to play extremely aggressively, without you risking Loss of Lieutenant. Given this, it is wise to not push the Farzan very hard, if you are planning to push the Asawira. If both die then you’re in trouble.

If you are in a position to take active turn shots with the Farzan then bear in mind that the Boarding Shotgun has AP ammunition (it is fantastic against heavy infantry), and that it has a huge +6 BS bonus if you shoot within 8”. Catching a unit out of cover allows the Farzan to shoot on 18s, which is truly amazing. 

Al Hawwa

The Al Hawwa is tooled very similarly to the Farzan, except for a few subtle changes. The most notable change is that the Al Hawwa is a hacker.

The Al Hawwa is a unit that can be pushed very hard because it is reasonably cheap and expendable. However, with correct usage, it can create absolute mayhem within the opponent’s lines. The combination of a Shotgun and Hacking Device means that it’s able to threaten a large variety of targets. The Shotgun is going to demolish light infantry with ease, and the Hacking Device is a serious threat to hackable targets (Remotes, Heavy Infantry, TAGs). The most important tip is to use the Camouflage state to approach your opponent’s troops in a smart way, without opening yourself up to AROs that can actually target you (spend an order to re-camouflage the Al Hawwa if it is discovered and you want it to remain safe). Once it is within 8” of enemies you can cause a lot of trouble!

In the reactive turn you can keep the Al Hawwa prone in a safe place whilst firing off hacking attacks at passing enemy troops. This is an extremely potent strategy and can completely shut down lists that rely on heavy infantry. 


Fiday are best thought of as incredibly well trained skirmishers. They swap the normal Camouflage + Infiltration combo we see on troops like the Al Hawwa for Impersonation. Impersonation gives the troop two levels of marker state. The first state needs to be Discovered with a -6 penalty, and the second state needs to be Discovered with no penalty. This can be thought of as Camouflage+ (because it requires two Discovers to reveal). Furthermore Impersonation allows the troop to deploy up to the edge of the enemy’s deployment zone, which can be thought of as Infiltration+ (because it goes further than normal infiltration).

Fidays have two main uses. They can either act as first turn strikers that run into the enemy deployment zone and cause mayhem. Or they can act as reactive threats that threaten to strike when the enemy pushes forwards. The former role is very simple – you spend your first turn putting most, or all, of your orders into the Fiday, in the hopes of killing the opponent’s important troops. The latter role is a bit more subtle. You deploy the Fiday close to the opponent, but not somewhere easily accessible, and you bait the opponent into wasting lots of orders rooting the troop out and killing it. If they do succeed in killing your Fiday then the hope is that it cost them most of their turn. If they don’t succeed then you may have the chance to use the Fiday to strike hard when your turn comes around. 

Don’t forget that Fidays have Smoke Grenades. You can use the Fiday to get close to enemy units and then throw Smoke Grenades over them. This can either allow the Fiday to reach close combat, or it can allow your other troops to move around the board safely, without worrying about nasty AROs.

Trading Pieces

Trading pieces are extremely simple. They’re very cheap troops with potent weapons that threaten to trade their lives away whilst simultaneously taking out a more expensive and important opposing piece. This is often achieved with template weapons, because they auto-hit. Winning a face-to-face roll against an elite enemy troop might be quite hard, but when you have an auto-hitting template weapon, that’s less of a problem! 

The use of trading pieces is also quite straightforward. You push them forwards until they occupy a dominant position in the middle of the board, and then you stick them in narrow parts of the map where their templates are maximally effective. You can then use them as ARO pieces. When the enemy approaches in their active turn they have a difficult decision to make because if they shoot then you will automatically hit them with a template, but if they dodge to avoid the template they won’t actually kill you. 

You can also use trading pieces in the active turn, but this is slightly less order efficient. In the enemy’s active turn, if you force them to dodge as a result of your use of a template weapon, then they have wasted an order and achieved very little. In your active turn, if the enemy has to dodge a template then it doesn’t matter because their AROs don’t cost them anything.


Zuelyka is one of the most fearsome trading pieces in the entire game. With her formidable 8-6 movement, burst two Flamethrower, Smoke Grenades, burst FOUR Breaker Pistols, and two attacks in close combat, she’s absolutely terrifying. When Zuleyka makes her final charge she’s probably going to die, but if she gets close she’s definitely taking an enemy down with her!

The emphasis with Zuleyka is on her speed and offensive potential. She’s a reasonably flimsy troop, which means that she is not effective in prolonged fights. As a result of this it’s important to push up very carefully in the early turns, because any provoked AROs could be fatal. Once Zuleyka is near the middle of the board she can wait for your opponent to push up before charging forwards and striking a definitive blow. Patience and carefulness is extremely important with this troop. You need to find gaps in the opponent’s defence to push into – usually you want to take out exposed troops that have over-extended. Charging into a fortified position with lots of AROs is pointless. But striking when your opponent has left gaps in their defence is lethal. 

It’s important to point out that Zuleyka’s CC value of 22, combined with her burst two Explosive CC Weapon, is incredibly dangerous. A successful encounter could result in the opponent having to make six saves. It’s absolutely ridiculous how much damage she can do. Waiting for the opponent to push forward with a heavy infantry or TAG is a fantastic use for Zuleyka. Once they do, you can use Smoke Grenades to cover your advance before meeting them in glorious close combat. 

Muttawi’ah (Often called Ghazi due to their full name: Ghazi Muttawi’ah)

This profile packs in two template weapons: a Boarding Shotgun, and an E/Marat. It also possesses Smoke Grenades, an impressive WIP value of 15, and the Dogged skill.

Ghazi are very dangerous trading pieces because the E/Marat is a large template weapon that utilises E/M ammunition. This ammunition forces the target to make two saves with half their normal BTS value. Any failures result in the target becoming Isolated – which is a state that prevents the unit from receiving regular orders. In addition to this, E/M ammunition Immobilizes Heavy Infantry, TAGs, and Remotes. The result of this is that a 9 point Ghazi can seriously threaten far more expensive Heavy Infantry and TAGs.

One alternative use for the Ghazi is to throw Smoke Grenades in order to block your opponent’s more dangerous ARO pieces.

Note that the Ghazi is Impetuous. This skill means that the troop cannot ever claim the benefits of cover, but receives a free, voluntary, Impetuous activation every turn. If you choose to use the Impetuous activation then it must be used to move towards the opponent’s deployment zone with the first half of the order, and then the second half can be a BS attack or a dodge etc., as normal. This is powerful because you want your Ghazi to reach the middle of the board anyway, so having Impetuous functions similarly to just being given a free order every turn.


Daylami, like Ghazi, are troops that punch way above their weight. For a meagre eight points, you’re given 1 Use Camouflage, Infiltration, a Shotgun, and a Panzerfaust. All the tools a cheap troop needs to be seriously annoying. 

There are two main uses for Daylami – long-range AROs, and close-range harassment. Long range AROs are reasonably self-explanatory. You deploy the Daylami as a Camouflage marker in, or near to, your deployment zone and leave it exposed so that it can fire Panzerfaust shots at approaching troops. Close-range harassment leans more heavily on the Shotgun templates, rather than the Panzerfaust. In this case you Infiltrate the Daylami forwards and leave it covering a narrow area of the board where its Shotgun can do work. In either case, the idea is that your Daylami could get lucky and take down a far more expensive troop. The attributes for Daylami aren’t notably impressive (BS11 is reasonably low), but they’re so cheap and potentially dangerous that they demand respect from your opponent.

Do not underestimate the 1 Use Camouflage. The purpose of this is to encourage your opponent to waste more time before killing the Daylami and to offer you a small amount of safety. If you’re using your Daylami as a long-range ARO piece and the opponent pushes forward with their most powerful troop, then you may want to avoid revealing yourself and use the Camouflage for safety. This might be the right decision if you expect a weaker target to cross your line of fire later. Alternatively, if the opponent wants to remove your Daylami, the Camouflage forces them to Discover before they can shoot. This is relevant because it means they usually need to use multiple orders, instead of one: Move-Discover and Move-Shoot if you have Camouflage, versus Move-Shoot if you lack Camouflage.

ARO Pieces

ARO pieces are troops that aim to slow down your opponent in their active turn. Their goal isn’t necessarily to kill opposing troops, but rather it’s to force them to waste orders. For example, a Daylami in the middle of the board might force an opponent to dodge, when really they want to be moving past you. Or the Lasiq with Viral Sniper might force the opponent to enter into a shoot-out with you, before they can advance. The more of your opponent’s orders that your ARO pieces waste, the closer you get to victory.

As with gunfighters, anything can be an ARO piece. All of your troops have the capacity to waste your opponent’s time! However some troops fit the role better than others. The following traits are very useful on ARO pieces:

  • A defensive skill such as Camouflage or Mimetism-6 – to make it harder for the opponent to target or hit you
  • Extra toughness – to make it less likely that your ARO piece dies if it suffers a hit
  • A weapon that is extremely dangerous with just one shot – to make the ARO piece worth fighting instead of ignoring (it needs to be a credible threat)
  • A skill that increases your weapon’s burst in the reactive turn – Total Reaction and Neurocinetics allow you to use your full burst when you ARO
  • A maneuverability skill such as Infiltration – Some ARO pieces threaten the opponent with close-range weapons such as Chain Rifles, and so require an easy way to get into position

How to use an ARO piece depends on the specific troop in question. Some want to start in the middle of the board and cover close-range chokepoints. Others want to cover very long-range areas with snipers. One tip with ARO pieces is to not leave them too exposed to the opponent, because they’ll often die very quickly to active turn troops. Snipers, for example, want to cover an important firelane, but not be so easy to target that your opponent can just pick their best gun and blast you away. Try to be slightly more subtle! Another possibility is to only expose your ARO piece later on in the game, when the opponent has fewer orders and some of their big guns are dead. Doing this might render your ARO pieces more relevant because they are less likely to immediately die.


The Lasiq is a really classic ARO piece in Haqqislam due to its powerful Viral Sniper, a respectable BS value of 12, and Mimetism-3. 

The Viral Sniper is an incredibly powerful weapon because every successful hit forces the opponent to make two BTS saves. Therefore even with a single burst you can still do significant damage. As a sniper, the Lasiq wants to be very far from your opponent. The Viral Sniper has a +3 BS modifier when shot between 32” to 48”, which is noteworthy because most other weapons have a -3 modifier at this range. If you catch an enemy with an HMG at this range they’ll have -3 for range, -3 for cover, and -3 for mimetism, resulting in a very low BS value. Meanwhile you’ll be on +3 for range, rendering your BS much higher. 

Remember the advice I gave above about not exposing your ARO piece too early and too obviously. A Lasiq sitting on a rooftop with a full view of the board on turn one is just asking to die. However a Lasiq covering a lane on the side of the board on turn two, might cause the opponent far more trouble. Be careful with your ARO pieces! 

Muttawi’ah and Daylami

These troops have already been covered in a prior section. As ARO pieces you can utilise their template weapons to make narrow areas of the board very dangerous for the opponent. Daylami can also use their Panzerfausts as long-range AROs.


Regular orders are the life-blood of any Infinity list, and the Fanous provides one for just seven points. That’s the primary use of this troop. However it also comes equipped with Mimetism-3, WIP13, and a Flash Pulse, which makes it a viable ARO threat. 

Flash Pulses are Technical Weapons, which means they utilise the user’s WIP instead of BS. This is great because the Fanous has a decent WIP score of 13, and a horrible BS value of 8. Whilst a successful Flash Pulse hit won’t kill an opponent, it inflicts the Stunned state, which means the affected troop can’t attack. Flash Pulses are definitely not the most powerful weapon, but they’re surprisingly annoying and therefore the Fanous is a worthy ARO piece in some situations.


Utility choices are troops that fulfil additional functions over and above the usual gunfighter / ARO / trading dynamics. They might be hackers who can use Spotlight to target enemy troops (making them easier to hit when you attack them), or possess Pitchers, which are Repeaters that can be shot across the board. Alternatively they may be able to use Smoke Grenades to block the enemy’s line of fire, or apply the Doctor skill to heal wounded troops. Utility troops have a large amount of variety – but their unifying theme is they add something a little extra to your force. 

Hacking is one of the most notable utility mechanics in Infinity. Hackers can target units within their hacking area (basically: their zone of control, and the zone of control of any friendly repeaters), with hacking programs, which do things like Immobilise enemies or Target them. Any enemy unit can be affected by the Spotlight hacking program (the program that Targets units), but hackable troops such as TAGs, Remotes, and Heavy Infantry can be affected by further programs which cause nasty states such as Isolation. Hacking is a little bit too complex to exhaustively cover here, but if you learn roughly how hacking works and what the programs Spotlight and Oblivion do, then you’ll be in good stead.

Al Hawwa and Barid

These three choices are your hackers. The Al Hawwa has already been explored in a prior section. All three have a good WIP score of 14, and between them they have two Hacking Devices and one Killer Hacking Device. The Barids also have Pitchers, which are Repeaters (devices that extend your hacking area) that can be shot across the board.

The two troops with Hacking Devices have the full suite of hacking programs and can therefore Target troops or Isolate enemy TAGs as much as they want. The Killer Hacking Device is cheaper because it offers less utility overall, however one additional function it has is that it can be used to kill enemy hackers (hence the name – Killer Hacking Device). 

The strategy with these troops is to use the Barids to fire Pitchers in order to extend your hacking area, and then to hack enemy targets either as AROs, or in the active turn. The Al Hawwa is a particularly tricky hacker because it starts in the Camouflage state, so the enemy does not know what it is. This might result in them approaching too close and getting surprise hacked! Alternatively, you can use Camouflage to safely approach dangerous enemies before hacking them.

Ghulam Doctor

The Ghulam has the Doctor +3 skill which allows it to heal unconscious troops with a WIP+3 roll (17 or less). You can deploy this troop next to your long-range units such as the Zhayedan so that if they take a hit and go unconscious you can get them back on their feet.

Fiday, Zuleyka, and Muttawi’ah

These three troops have been explored before. In terms of utility, they offer Smoke Grenades, which you can use to block the enemy’s view. You would want to do this if they have a strong ARO piece that you’d prefer to avoid instead of shoot.

Upgrading The List

This is the presented list:

In terms of making changes there are a wealth of options, but I want to stress that this list is a very solid foundation to start with. Don’t feel compelled to rush out and make changes! However, if you’re curious I can suggest three swaps:

Lasiq -> Nadhir Flammenspeer

The Nadhir with Flammenspeer is 24 points and 0SWC, to the Lasiqs 25 points and 1.5SWC, so you’ll gain a point and 1.5SWC if you make this swap. 

The attraction of the Nadhir is that it has Mimetism-6, Hidden Deployment, and a blast template weapon (the Flammenspeer). Hidden Deployment means that you start your Nadhir off the table – the opponent has no idea it’s there. Then, when they push forwards, you surprise them with an unexpected Flammenspeer shot! It’s a really nasty ARO piece due to the surprise factor. Note that the Nadhir is a bit cheaper and costs no SWC because the Flammenspeer is Disposable (2), so you only get two shots with it. 

Daylami -> Liberto Minelayer

The Liberto Minelayer is 8 points and 1SWC, to the Daylamis 8 points and 0SWC, so you’ll need to account for the extra SWC cost if you make this change. You can do this by swapping the Lasiq for the Nadhir, because that will save you SWC.

The Liberto has a similar role to the Daylami, but it loses a Panzerfaust and instead gains Minelayer and an amazing bonus to dodging. The Minelayer skill allows the Liberto to place a mine at the beginning of the game, which is useful because it helps to clog up the board and make it difficult for your opponent to move. The bonus to dodging helps it avoid enemy attacks and (to be honest) makes it extremely annoying to kill.

Mukhtar -> Mukhtar Hacker

The Mukhtar Viral Rifle (in the list) costs 30 points and 0SWC, whereas the Mukhtar Hacker is 31 points and 0.5SWC. If you make this change you’ll need to account for the extra points and SWC, which you can do by swapping the Lasiq for the Nadhir. 

This swap trades away the potent Viral Rifle on your Mukhtar for a normal Rifle (much less powerful), but it also gains a Hacking Device. If you’re happy for the Asawira and Zhayedan to do most of your gunfighting then you may find that the Viral Rifle on the Mukhtar is unnecessary and you’d prefer to pivot it from a pure gunfighter and into a more utility-oriented role. If this is the case then changing from the Viral Rifle profile to the Hacker profile is an easy swap. The Hacking Device makes the Mukhtar a specialist, so it can complete mission objectives, and also gives it a bit more flexibility when choosing how to attack its targets or defend an area.

In Conclusion

That’s the list in full! If you’re a new Haqqislam player then I would encourage you to spend some time carefully getting to know the list and practising with it. Whilst some of the given units are exceptionally straightforward to understand (Asawira, Mukhtar, Zhayedan), others are little bit more difficult to properly understand and use (Al Hawwa, Fiday, Zuleyka). Many Haqqislam units require quite a lot of practise before they start to make sense, because they can be quite flimsy or ineffective if improperly applied. In fact I would personally say that that’s a general rule of Infinity – the game takes quite a lot of practice because even the strongest units can be disappointing is misused.

If you’re curious or worried about competitiveness I would say that the given list is reasonably competitive and could be used in a tournament setting with some success. At the time of writing (2021) most of the units (but not all) are very standard and popular additions in tournament Haqqislam lists.

4 thoughts on “Ingenuity and Infiltration: A Foundational Haqqislam List and Primer

  1. Love the article – I’ve been side-eyeing Vanilla Haqq for a while now, as there are so many awesome minis and profiles that I’d like to play, many of which you cover nicely here. Got a couple of thoughts for you:
    1. Zuleyka doesn’t just have a B2 EXP CC weapon option: she can use her Breaker Pistols with +2B in CC, and get B3 with them. Which is mental.
    2. No mention of the Azra’il AP HMG +1Dmg with Continuous Damage?? 😉 What do you think of this profile? It reads as such as bully-boy, but it also looks like a bit of a trap. No visual mods on it, no way of mitigating target visual mods, and only 4-4 Mv for slogging around to find suitable targets?
    3. Fiday with Shock Mines: If you could free up 1 pt, would you be tempted to take this over the non-mines one? Placing mines adjacent to – or even *inside* – the enemy DZ for when they activate can be a seriously nasty trick.

    Thanks for getting me all enthused about Haqq again. My wallet will now cry… 😉


    1. 1. I think the pistols might often be a trap. You get one extra burst but you’re losing damage and multiple saves per hit. If you just want to kill a generic line infantry then sure, but against anything with BTS, I’d pass.

      2. Really dislike the azrail. It’s not for me anyway. It’s expensive and only really good against a very small number of targets (those without visual mods). The opponent is just going to hide those targets most of the time and leave you with a useless piece. I take knauf over the azrail every game because msv makes it more useful against a wider range of targets, particularly those ARO pieces with mimetism that are common.

      3. Always take fiday with mines, if you can.

      As I said in the article, this is a foundational list, not an optimised list so there are some notable absences. My actual tournament list is quite different to this.

      Liked by 1 person

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