I am not that experienced and Bahram is my first sectorial so I never had to handel linkteams before. A friend of mine picked up Tohaa and I'm not shure how to play vs. Tohaa. I feel like they are super strong quite resiliant with Simbioamor and Symbiomate - a lot of linkteams etc. He normally plays a haris with 3 snipers- one of them with msv2 and Symbioamor / Mate 2 haris linkteams with one of them beeing the guy with eqlipsgranates and the heavy flamethrower (for 12 points quite sick) a 3. solo one of these guys and 2 Rambo units. I realy have trouble with them. With the help of eqlips Smoke he can advance realy save and orderefficient. and when his guys get into flamethrower-range my linkteams are in big trouble. I played with a Gluam-Core link and an Asawira / Muyib haris.
always try to kill the weaker member of the triad, use templates/shotguns/ML/HRL to hit more units, kill the MSV2 and do the objetives, don't try to kill it too much (unless its a kill mission) and use your mines. Fidays can be used for a alpha strike or spreading mines near/inside opponent DZ, even with the weaker IMP.
As always, fire is your friend vs. Tohaa You've got Heavy Rocket Launchers in Muyibs, Muttawi'ah are still great. Even just isolating figures out of triads will cause headaches for the Tohaa player. Ragiks with boarding shotguns can get the drop on Triads that are in nests or advancing up the table through eclipse smoke. Fiday and Al-Djabel can still be used for board control and piece trading vs. Tohaa as they will just start in Imp-2 state instead of Imp-1. Mines/Minelayer (Muyib, Farzan, Fiday) slow down the order efficiency as they have to go around or spend orders to be dealt with.
Triads have a big weakness - no Sixth Sense bonus. Anything with a Surprise Shot/Attack and a shotgun can ruin the day for the whole team. Fidays and Farzans are your friends here. Ragik marching from the side and shooting enemy in the back with Shotgun or Spitfire will do the job very well, too. Minelayers can be a royal pain in the artichoke, too - Mines don't care about smoke. Both Muyibs and Farzans can form a nasty defence. Defence in depth is your friend, too; use cheap, sacrificial units (Daylami, Ghazi) to slow enemy down, so he won't achieve much and will be left open for counterattack in your active turn. Deploy your models in a way that forces him to attack them one by one, so his template weapons won't be as efficient. Remember that throwing smoke from inside smoke is a Speculative Attack, so not really that order efficient. With proper deployment you can force him to use it, because leaving smoke to throw another one will open him to AROs from another direction. This is an example list that could work here. There are many possible variations; using Asawira or Muyib to form a proper Haris, switching heavy weapons around, adding infiltrators or Daylami... whatever works for you. Hassassin Bahram ────────────────────────────────────────────────── GROUP 1 10 FIDAY Rifle + Light Shotgun, Antipersonnel Mines, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 31) RAGIK Spitfire / Pistol, CCW. (1.5 | 32) FARZAN (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 23) MUYIB (X Visor) Heavy Rocket Launcher, D-Charges / Pistol, Knife. (1 | 22) MUYIB (Minelayer) Rifle + Light Shotgun, D.E.P. Antipersonnel Mines, E/Mauler / Pistol, Knife. (0 | 24) LEILA SHARIF Hacker (Killer Hacking Device) Shock Marksman Rifle, D-Charges / Breaker Pistol, Knife. (0 | 20) GHULAM Missile Launcher / Pistol, Knife. (1.5 | 17) GHULAM Sniper Rifle / Pistol, Knife. (0.5 | 16) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12) GROUP 2 2 4 3 ÁYYĀR (Surprise Shot L2) Shock Marksman Rifle / 2 Viral Pistols, CCW, Knife. (0 | 39) SHIHAB REMOTE HMG / Electric Pulse. (1 | 25) DAYLAMI Light Shotgun, Panzerfaust / Pistol, Knife. (0.5 | 7) MUTTAWI'AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5) MUTTAWI'AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5) MUTTAWI'AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5) 6 SWC | 299 Points Open in Infinity Army
It's sad that Bahram doesn't have more Fire, because... ;) I'm mostly Vanilla Haqq player, played also with QK, few battles with HB, and now play Druze, and I know that fighting against Tohaa can be hard. Still you have something that they don't - full 5 -man links. With all the benefits - Sixth Sense L2, +3 to BS, et cetera. So even against Tohaa's Smoke + MSV sniper you'll be hitting better with some Muyib HRL, than their sniper (in good distances ofcourse). As I checked in Infinity Dice Calculator, your 2 dices hitting on 15 are better than his 3 hitting on 12. So you can put an aggressive ARO with 2 HRL for example. And Muyibs are SWC-cheap, so it's easy to take a Shihab for example to strengthen the ARO-game. Or the Daylamis with Panzerfausts, which I really love. That's if you're not the one with initiative. If you are - then you have your Fidays, with Djabel being the best killer. No SSL2 in triads really hurt and you should use it to your advantage. Destroy the triads, hunt for weaker spots and it will be good. Remember also about Ayyar, another great unit to mess with enemy's mind and use the Surprise Attack L2! I won't repeat what was wisely said before - just pick the best advices and try to use them. It will be better with time :) PozdRawiam / Greetings
The way I handle Tohaa, is to ignore the primary pieces with Symbio MAtes. Knock out their support structure, and cripple their fireteams. Fidays and Mutts do this very well. Mutts dropping an EM or Chain rifle template on a fire team will ruin them. Hiding them in a building and Jamming them breaks up those teams as well. Other than, be prepared to drop extra orders into knocking out ARO pieces.
And here I was going to say "Throw sand in his face;" but you know, all these good people have given really sound advice that won't get you banned from your Local Gaming Store.
Thanks for all the advice! I have to admit that I quite often don't finde the time to drop mines. I don't realy whant to lose marker state for a minedrop and somehow I mostly miss the right time for it... Is a Tohaa Triad reduced to a Duo or broken when one is killed? I just awsked the wiki which stats that in addition to normal rules the fireteam is broken when it is reduced below two? Is that a mistake? I guess every Linkteam is broken when only one is left... Should it mean when it is reduced to two?
It's reduced to a Duo, but most importantly, it also loses the +1B; which is your obj3vtive in taking out the weaker parts of the Triad
And Triads can only be made with 3 units, you can't form a Triad with only 2 units. And i don't think that Fire is very effective vs Tohaa anymore, before you could one-hit a Symbioarmor user with fire, now you kill the symbioarmor if it suffers 1 fire damage, but only 4 units have more than 1W symbioarmor, its just like any other unit with 2Ws vs Fire... they even use the symbioarmor active state armor value for all rolls... So, they have effectively 2Ws, even against fire. Symbioarmor costs less than NWI, for no true weakness since shock doesnt affect it.
You cannot create a Triad with less than 3 units, but it doesn't mean it breaks when there are only 2 left standing. It doesn't become Duo either, it's still Triad, but with 2 people. Point being, no matter how you call it, 2 man fireteam doesn't get +1 B anymore. And yes, re-reading interaction with Fire ammunition, I realized that I have no idea why people keep insisting to use fire against Tohaa. It's basically only Ectros, Neema and Gorgos who take extra damage from it.
Don't forget the Rasail, this units have 3W custing less then a lot of HIs. The Rasail by example, 39pts for 3W + viral combi + nanoscreen + g:sync with flamer. that's a really fucking good unit, plus the usual symbiomate.
Fire is good against anyone. Tohaa have a SLIGHT disadvantage. Its not like it was in N2 when they took fire damage and just DIED.
EXP ammo exists in Bahram through missile launchers and D.E.P. Also, there's plenty of access to E/M ammo (and even E/M2 on the Ayyar) and Viral ammo which doesn't care about armor at all. It just takes a little extra effort to burn through the symbiomate first without wasting your good shots. If you see this setup, go after the cheerleaders and Kaeltar CoC first so they are less likely to go Rambo with the Rasail (especially if they chose the Lt. version).