You have to take the right tool for the job. You don’t need to brute force everything. I question your personal play because all the examples you’ve given should be easily solved by one of the 9+ other units in your list, or by smart play with a khawarij itself. The khawarij is great for super jump, but you don’t need to run him around in the open. That would be foolish with most pieces, including the more expensive Tarik. As I’ve said before, super jump + grenades is very strong - and doesn’t generate ARO retaliation against the khawarij . Fatality is also awesome on the spitfire... who cares if they get an ARO? Your super jump should mean they aren’t getting cover. These are just a couple of the BASIC strategies -note they do not involve other friendly pieces, however, when your list synergies are strong, you’ll be much more likely to win. I haven’t even mentioned the amazing utility of a super-jumping doc+ but in this case, it’s a much more list-dependent piece. Example: 2 khawarij All-Comers ────────────────────────────────────────────────── GROUP 1 9 1 KHAWARIJ (Fatality L2) Spitfire / Pistol, AP CCW. (1.5 | 32) KHAWARIJ Rifle + Light Shotgun, Grenades / Pistol, AP CCW. (0 | 27) DJANBAZAN HMG / Pistol, Knife. (1.5 | 35) HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18) FIDAY Rifle + Light Shotgun, Antipersonnel Mines, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 31) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) NASMAT Electric Pulse. (0 | 3) HAFZA Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16) BARID Hacker (Killer Hacking Device UPGRADE: Lightning) Rifle + Pitcher / Pistol, Knife. (0 | 16) GHULAM Missile Launcher / Pistol, Knife. (1.5 | 17) LASIQ Viral Rifle + Light Shotgun / Pistol, Knife. (0 | 25) GROUP 2 2 5 3 GHULAM Sniper Rifle / Pistol, Knife. (0.5 | 16) NAJJARUN Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (0 | 17) DAYLAMI (CH: Limited Camouflage, Inferior Infiltration) Light Shotgun, Panzerfaust / Pistol, Knife. (0.5 | 8) DAYLAMI (CH: Limited Camouflage, Inferior Infiltration) Light Shotgun, Panzerfaust / Pistol, Knife. (0.5 | 8) 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 | 300 Points Open in Infinity Army This list is a basic form of what I might bring to play, tweaking for specific missions or opponents. It has limited specialists, but can be an absolute powerhouse on the active turn, eliminating any threats. Coming up against a stronger TAG list would be the only real issue, though that problem can be solved by super-jump shots to the back with a Fat2 spitfire. Just takes a bit of creativity.
I had a big reply typed up, but the forums logged me out mid way through and ate it. It was basically just a massive crunch on the dice calculator that showed a full auto spitfire jumping into fusilier angus was inferior to a lasiq rifle just shooting. It also showed that the Khawrji has about a 25% chance of spec firing a nade onto angus head. Basically there is no situation you can be in with the khaw where one of the other 30 point haqq troops couldn't do it better. Can you put them in lists, of course, but there is no argument they are the best option. Take out that 27 point rifle Khawrj, add a al'awwa and those tags are now very vulnerable. I agree on the doctor as being a very useful specialist.
Face to face rolls are rarely ideal. The main reason you take the khawarij over another unit is its ability to create opportunities for unopposed shots. The Djan can do this as well, but he needs smoke and costs 35 points.
To be honest though, half of these guys are worse at gunfighting than Khawarij (BS13 + Fat2), so it's not like they are strictly worse than other choices without super-jump. Not the best for F2F shooting, but super-jump is kind of interesting in midfield now that we have FAQ on LoF.
That one is 1.2, actually. It doesn't bother people that you can shoot enemy in the back of the head while he looks in your direction, but it's very much a thing, as far as I'm aware.
So sorry to derail the thread, but what devilry is this? What do you mean shoot from the back when the front can see you? Is it Voodoo Tech? And how can I aquire it?
Its basically a ruling that stops you from covering two corners simultaneously by facing the wall. I like it although others do not.
Basically, when you stand on a building and an enemy stands below, you can often move along the roof towards him until you have those 3 mm of the silhouette required for LoF. Thing is, you will see furthest parts of enemy volume first. That means if enemy faces the building (more or less), you will actually see his back arc from which he can't draw LoF. So, if your opponent wants to cover some building by ARO shooting and turns his trooper towards it, you can theoretically find a spot on said building from which you can shoot him against his Change Facing at least once. Caveat is that said building shouldn't be too far from your target, otherwise it gets very intent-y pie-slicey. Turning reactive piece from this example a bit less than 90 degrees to the side eliminates the problem (since you will suddenly run into front arc earlier than achieve 3 mm visibility, making it possible to declare BS attack for your enemy), but makes that piece easier to flank horizontally.
Normally this is exactly how FAQs work, not inventing anything new or altering mechanics. Apparently people were in doubt it was correct that in order to see a threat on some building you had to turn away from it.
::Mind Blown:: I never thought of it. Granted, we've been so traumatized by our local Nomad player raining (Insert Nomad AD Prefix here)-Cats on us that we rarely leave our minis with their front towards a building.