Hello forum friends! I have noticed a large amount of new player posts, and discussion of late, so I thought I might write a short article of how I Haqqislam, and what I have had a great deal of success with. With Haqqislams strategy of asymmetric warfare, and using different methods of winning fights instead of just gun fighting, I am a firm believer that it is one of the trickiest armies to learn for folks coming into the hobby, and even for those who are veterans. Haqqislam contains a great deal of tools to accomplish the mission, and excel at actually performing missions and objectives in general. What I will do, is provide some of my army lists, not for consumption, but for dissection and understanding how I take advantage of these capabilities. It is important that in Infinity, your list is not the entirety of your force, a great deal is how you utilize it. This does not mean though that any list can be used to win any mission. Just like in the real world, certain specialists should be taken for certain situations, but also these can be generic slots in your list. When I build a list, I always try and have one of every specialist except Engineer. While Engineers are good, honestly they are not necessary. Even in a list with the Maghariba Guard, they are not entirely necessary. Few missions and classifieds interact with them, and a single Najjarun is the price of a Rafiq, which provides far more utility. When building my lists, I think of the strengths of the army. For Haqqislam, board control is their forte. A list that controls the table will allow more freedom for dealing with the mission. A great example of board control is exemplified by the Hassassin Bahram. The following list I took to a Dire States tournament and came in 10th our of 35. It would have placed higher if I did not misplay two Fidays in my second game. Hassassin Bahram ────────────────────────────────────────────────── GROUP 1 10 FARZAN (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 23) FARZAN (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 23) FIDAY Rifle + Light Shotgun, Antipersonnel Mines, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 31) FIDAY Rifle + Light Shotgun, Antipersonnel Mines, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 31) AL-DJABEL Rifle + Light Shotgun, Smoke Grenades / Pistol, Viral CCW, Knife. (0 | 35) GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) GHULAM Missile Launcher / Pistol, Knife. (1.5 | 17) LEILA SHARIF Hacker (Killer Hacking Device) Shock Marksman Rifle, D-Charges / Breaker Pistol, Knife. (0 | 20) GHULAM HMG / Pistol, Knife. (1 | 20) GROUP 2 2 6 3 FARZAN (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 23) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 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) 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) DAYLAMI (CH: Limited Camouflage, Inferior Infiltration) Light Shotgun, Panzerfaust / Pistol, Knife. (0.5 | 8) 4 SWC | 298 Points Open in Infinity Army On first glance, you have a lot of offensive firepower. But lets dissect it and see exactly what roles are utilized. The Farzan Minelayers, the Fidays, the Daylami, and the Ghazi all are board control elements. They cannot be ignored. These elements are actually activated very little after the first turn setting up mines and positioning. The primary moving elements of this list are the Farzan FO, and the Ghulam Link Team. The Ghulam and Farzan can accomplish almost all of the missions. They provide a doctor, forward observer, hacker, and D-Charges. The Ghazi Muttawiah can set up the elimination of HI and TAG's with their E/Marat, and Al'Djabel can eliminate the enemy Engineer. Total Reaction and ARO elements can be ignored via Fidays dropping smoke in the enemy deployment zone or from out of line of sight. Haqqislam in general does great in ignoring enemy elements to get the job done due to their large amount of smoke, so it is important to realize that you do not need to eliminate enemies to win. Two of my 4 games did not have any activation of the Fidays except for Al'Djabel. Their presence alone makes the enemy change their entire play style. Lets look at how we can work with QK in this capacity: Qapu Khalqi ────────────────────────────────────────────────── GROUP 1 10 GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) GHULAM Missile Launcher / Pistol, Knife. (1.5 | 17) GHULAM HMG / Pistol, Knife. (1 | 20) GHULAM Hacker (Hacking Device) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 20) HAWWA' (Forward Observer) Boarding Shotgun, D-Charges / Pistol, Knife. (0 | 21) HAWWA' (Forward Observer) Boarding Shotgun, D-Charges / Pistol, Knife. (0 | 21) FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) RAFIQ REMOTE Rifle + Light Shotgun, Sniffer / Electric Pulse. (0 | 16) GROUP 2 4 4 3 DJANBAZAN HMG / Pistol, Knife. (1.5 | 35) SEKBAN Doctor Plus (MediKit) Boarding Shotgun, Chain-colt / Pistol, Stun Pistol, Knife. (0 | 24) SEKBAN Heavy Rocket Launcher, Chain-colt / Assault Pistol, Knife. (1.5 | 23) SEKBAN (Fireteam: Haris) AP Rifle, Chain-colt / Pistol, Stun Pistol, Knife. (0 | 22) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 8) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 8) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 8) BASHI BAZOUK Submachine Gun, Chain-colt / Pistol, CC Weapon. (0 | 12) 6 SWC | 299 Points Open in Infinity Army QK provides unique abilities to solving problems. While QK is a very dated sectorial and while most people will guess at Yaun Yaun's, you can use that to your advantage. The active elements in this list, again, are the Ghulam link team. Ghulams, point for point are one of the best LI in the game. They provide strong specialists at a very low price. Al'Hawwa's bring a high WIP specialist, and D-Charges, and the Rafiq combined with a Fanous can eliminate any and all mid field camo problems. This list contains several roles. 1. Rafiq+Fanous combination allows the deployment of a Sniffer field. Do not under estimate spending half of your pools orders in setting this up early in the game. If you can get a field of Sniffer's out and sensor to discover all of the mid field camo tokens, many opponents do not know how to work with this, and it essentially eliminates the strongest ability of primary objective runners. Further, the Rafiq is a Forward Observer, and 6-4 movement! 2. Yaun Yauns, or other piece traders. Yaun Yauns are powerful, and are a good means of eliminating back line units. do not be afraid to AD: Combat Jump, even with the -3. Using these units and their smoke in conjunction with the Djanbazan, is a normal Smoke+MSV strategy, but because you can drop the smoke on top of the enemy deployment, you open additional avenues of movement. 3. Sekban, ARO team. The Sekban ARO team is more than just the Rocket Launcher. With a 8" coherency, you can set up the team on the flank, having the rifle guarding the back deployment zone and the Rocket watching the front. 4. Bashi Bazouk. False Security. This unit will usually come in on the second turn. Many opponents plan for the Yaun Yauns, and drop their guard after the Yaun Yauns are dealt with. Often times, a Bashi Bazouk coming on the back field on the second turn can be devastating. 5. Ghulams. Again, the work horse units. The Hacker can be used to Buff the Rafiq, or utilize the Repeaters to lock down mid field against HI or TAG's. This team uses a Missile Launcher as template weapons are the best ARO weapons, due to the template always landing even if you lose the Face to Face roll, but still roll within your target range. The HMG allows the team to go on the offensive, or simply provide another high strength ARO weapon. Important rolls to fill in Haqqislam lists: 1. 25% ARO elements. Al'fasid HRL, Missiles, Djan snipers, Daylami Infiltrators. 2. 25% board control elements. These elements steer the the opponent in the way you want. elements they want to ignore, or spend orders to deal with. 3. 25% Specialists. These units will be using the order pool to achieve objectives. Haqqislam has the unique benefit of having all options for Classifieds on infiltration profiles except for Engineer. Doctor, Hacker, AHD, KHD, D-Charges, FO. Take advantage of this. 4. 25% Killing units. These units are hunters. They are not necessarily gun fighters. Ayyars can provide such a negative to be shot that their survivability, and low BS is not a detriment, Al'Fasid HMG provides additional utility, Maggy is a 78 point throwaway TAG. I will explain later what that means. How can a TAG be throw away?!?! Well Maggy is unique in Haqqislam in that it is cheap, inside a cheap faction. You can easily put Maggy in a list, and not have to build a list around it. You can completely ignore her for the rest of the list. With so many mines and Impersonators, Hackers will be a very short lived threat. As such, normal TAG defenses are built into Haqq lists already. This provides a hidden benefit of metagame strategy to the Haqq commander. The opponent will focus all available effort into taking out the TAG as with most other forces, if the TAG is eliminated, the list falls apart. The HAQQ commander can use this because it is not so in Haqqislam. Maggy is simply another HI to us. It is expensive to lose, but not a game ender. Haqqislam wins fights by not playing fair. If you can find a means of taking an objective, or accomplishing a task without trying to win face to face rolls, then take it. These are all just my opinions though. How do you play haqq? How best do you win?