We know. The inconsistency comes from some of the Korsans being marked as FTO without this designation having any in-game effect. If they all are supposed to be linkable the FTO designation should simply be removed to avoid confusion.
Because you have both FTO and non-FTO Korsan. At the same time, the only Fireteam Korsan can join (Kaplan) asks for "Korsan". So, as I have been explaining in the Army topic (the posts you have removed) - it is confusing / misleading. There's no reason to differentiate between FTO and non-FTO Korsan, if they are able to join exactly the same fireteam. Unless they are not, in which case it should be clearly marked, too. Like it is with Rafiq and FTO Rafiq. Such "FTO" label was - correctly - pointed as useful with OSS, where one of these new types of Aleph infantry REMs can join one type of a fireteam without profile restriction, but another type of OSS fireteam is legal only for the FTO profiles of that unit.
Well, that would be a solution. Please note, however, it is not the solution I'm asking for. I'm asking that there should be either: a reason for FTO and non-FTO to exist in QK and vanilla Haqq (like they exist in Reinforcements), or no FTO distinction for a fraction of Korsan profiles.
It could be, indeed. Or it could be a simple oversight, a result of copy-pasting the profiles from reinforcements. And my instinct suggests me it is definitely the 2nd option (alas, errae humanum est). Either way, I put it up in the Army Bugs thread, and I'll wait for CB to do something about it - either fix it, or tell us it was intended to be that way.
Seriously I think there is a serious perception problem with QP on the english community because here in spain is considered an outdated army but not bad in any means. You have great midfield, some pretty good gunfighters that can link to even better medics. You have very versatile links and on top of that you have YuanYuans that in the right hands can be absolutely demolishing. Yes they have some outdated profiles like Odalisques, but the new additions really made the army shine. I have run QP in and out during the last years, even took them to the Barcelona Open last year and didn't fare that bad. I see some people wanting the army to adapt to their playstyle but it is you who has to adapt to the army, else, in 4 years all armies would play the same. I don't want to play QP the same way I play Bakunin or Onyx, I want them to give me something fresh and different, and right now they do.
This is a crucial part. In every faction and sectorial discussion there's a lot of comments that absense of tool X or Y makes army in question non-competitive. This is often combined with dismissing tools those armies do have as unplayable. In reality almost all armies have enough tools to deal with any combat challenge, if only players are ready to use the tools they have. Improvise, Adapt, Overcome.
I'd really like to know how these new additions (and which exactly) made the army shine. In my opinion, the reinforcement options that were added were quite mediocre.
Wildcard Burtuks add a lot of defensive durability to QK's FTs, and enable a decent looking pure core with Hafza, Sekban and Burtuk. The addition of the second haris team adds a lot of interesting options - one set up I think has potential is 1xDruze hacking three man, 1xDjan led three man, 1xAzra'il led three man. The new Hawwa profiles (mostly the minelayers) are pretty cost effective and decent. In general Hawwas are solid skirms. I've seen some talk about using Korsans to enable a very cheap Kaplan MSR haris, but I'm not sure about it myself. Outside of that, I'd agree that Korsans are rather underwhelming. I think QK does have some decent play right now (not top tier but def competitive, I'd even rate them as being stronger than Ramah but that's def a hot take), but as I'd said before I still think a model and rules update would be really nice.
If you'd like to hear my opinion: al'Hawwa update was much needed and very accurate: replacing the Sniper rifleloadut with Marksman Rifle was long overdue. We also can well use the KHD option. The SMG isn't bad either, though I can't figue out the point of its Grenade Launcher. Minelayers definitely improve QK's midfield defense. I'm not sure if the Hafza FO had deployable repeaters before the update, but it is defintiely a welcome tool. QK (in my eyes) had some problems with setting up a decent repeater network. Djanbazan Red Fury, kinda superfluous, but I guess it might find its niche. Especially in small games, where the table is smaller. He had previous competitor in the form of the Marksman Rifle profile: comparable range, same damage, same shock effect, less Burst, but no SWC cost. Same with Sekban Red Fury. Except he had no precedessing competition. I'll wait and see if the new Azra'il from Reinforcements make their way into mainline QK. Spitfire might be actually useful for some niches (the shotgun one is a monster up close, but I doubt its general usefulness). Burkut. I have yet to give them a try, but they look like a solid boost for Sekban Fireteams, and they have some interesting skill & equipment combinations, so they might be a big asset for mixed fireteams, too. Korsan, as I said before,are a solution looking for a problem. Odalisques, I can't recall whether the update was part of the Reinforcements package, or earlier. But they are less fragile now, with both 6th sense & 360-visor on every profile, and Shock Immunity to back their NWI. Of the above, I'd rate: al'Hawwa update and the Burkut (in this order) as the most useful for QK in general. Hafza FO and Odalisques are nice to have. Djanbazan and Sekban are okay-ish. Doesn't hurt to have them, but they don't change much for us. Korsan and (possible new profile) Azra'il, I'll withhold my judgement until we know more. Does any of that make QK "shine"? I don't kow, but I don't think so. I've never seen QK as "shiny", even during their heyday in N2. I see it as them getting a quality-of-life update, and being a solid sectorial right now. With some units I withheld my judgement on that might still turn up good.
Thanks for the answer. The second haris was before the reinforcement-units, wasn't it? But yes, that one definitely improved the faction (again, after they had it very, very shorty after the fireteam update). Hawwas were always decent (with the exception of the sniper - BS 11 just doesn't cut it.), I think they diversified, but don't know if they are significantly better than before. Personally, I don't see the point of the Burkuts. Short ranged, slow, no deployment skills. Not really cheap enough as fireteam filler. Maybe as a defensive piece in a team, but they are maybe a bit expensive for that. As @Errhile says, the Korsan are just looking for something that they could actually help with :-D Odalisques had these changes before reinforcement, and are, imho still a sometimes food. The Sekban Red Fury I don't get at all - they hve a spitfire profile that does basically the same. The Djanbazan Red Fury is not quite as egregious, but the Marksmanrifle still does mostly the same thing for nearly the same price.
I think it was there for a moment after the Fireteam update, got removed, and came back during Reinforcements adjustment phase. Though, honestly, I don't think the exact point in time when it showed matters: it is there now, and that's what counts. In my eyes, the Sniper Hawwa was conflicted: on one hand, Infiltration and Minelayer: you wanted her to be upfield, laying mines and slowing the opponent. on the other, Sniper Rifle meant she wanted quite some distance between herself and her target, to make use of the weapon's effective range. BS 11 indeed isn't spectacular, but there are many basic troops with BS 11 packing sniper rifles, so I didn't see it as a big deal. But the effective range of the gun vs. Infiltration, yeah, that was an issue. Plus, now, with Marksman Rifle, the profile has Burst 3, and that's defintiely an upgrade, even if damage went down to 13. Well, that's what I typically think of when I go for a Sekban core: ────────────────────────────────────────────────── 5 SEKBAN Heavy Rocket Launcher, Chain-colt(+1B) / Pistol, CC Weapon. (1.5 | 21) SEKBAN (Doctor [+3]) Boarding Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 28) SEKBAN Spitfire, Chain-colt / Pistol, CC Weapon. (1.5 | 30) SEKBAN (Specialist Operative) AP Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 24) SEKBAN (Specialist Operative) AP Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 24) 3 SWC | 127 Points Open in Infinity Army (I could consider swapping Spitfire for Red Fury to save 0,5 SWC, but the above is my classic for them. You are right, the Red Fury profiles on sekban and Djanbazan are essentially superfluous). That's something I could think of as replacing them: ────────────────────────────────────────────────── 5 SEKBAN (Doctor [+3]) Boarding Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 28) HAFZA Spitfire / Pistol, CC Weapon. (1 | 22) HAFZA (Forward Observer) Rifle, Light Shotgun, Flash Pulse ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 17) BURKUT Submachine Gun, Light Rocket Launcher(+1 Dam), D-Charges / Pistol, CC Weapon. (0.5 | 31) BURKUT Submachine Gun, AP Mines, D-Charges, E/Marat(+1B) / Pistol, CC Weapon. (0 | 27) 1.5 SWC | 125 Points Open in Infinity Army A bit shorter-ranged on the launcher, but with two solid doorkickers who can take a hit and keep standing. Plus, with Mimetism -3 they actually have a better chance of winning an FtF. I get an Engineer on the team. Well, two. I get D-Charges, AP Mines and E-Marat with extra Burst - something that should make any TAG or HI very, very nervous if i manage to get up close to them. And with Burst 3 in a Fireteam, you can blanket most HI Fireteams... or make someone face a bucketload of dice in potential EM saves. Not to mention, should anyone defend themselves with a Flamethrower, Burkut can stand it. I don't see why you list Burkut as "slow" - at MOV 4-4 and 0-G, they are exactly as mobile as the Sekban.
The addition of the KHD profile is a nice addition for Al'hawwas: It allows you to push deep into an opponent's DZ to fry their hacker's brains with surprise attack and in a pinch use Impersonation to get past deployables. The Burkut, IMO, really shines in a link team, but is still useful a solo piece with a nasmat. It is a great room clearer and Engineers get bonuses for some ITS missions. I do like this Haris for its flexibility and options for Objective Room Missions: Room clearing ────────────────────────────────────────────────── 3 ODALISQUE Spitfire, Nanopulser(+1B) / MULTI Pistol, PARA CC Weapon. (1 | 31) BURKUT Submachine Gun, Heavy Flamethrower(+1B), AP Mines, D-Charges / Pistol, CC Weapon. (0 | 27) DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28) 1 SWC | 86 Points Open in Infinity Army I waffle between the KHD and HD for the Druze.
This is a fundamental problem with many balance requests, "army X has this and I want this in my lists", this is not how it works and this is not how it should be aproached. "Army X uses this to deal with this issue, how does my army deals with this issue?" is the way one needs to approach balance issues.
I list them as slow because they start in the deployment zone, move nomally (at 4-4) and don't have any extra orders to speed them up. Combined with mostly short ranged weaponry. Maybe for control room missions, but then I wouldn't want to combine them with Sekbans, who don't really suit this kind of mission, as 1W medium infantry who dies to chainrifles, CC and so on.
Well, you do you, but there are very few troops who don't meet the "slow" characteristic as you define it: doesn't start in DZ - Beasthunters and al'Hawwa, plus Yuan Yuan and Bashi Bazouk. doesn't have 4-4 MOV: Mobile Brigada, Wild Bill, Korsan, Fiddler, the TAGs and REMs. First three are still only 6-2, so not much gain over long distance of MOV-only. does have extra Orders to speed them up: the TAGs have Tactical Awareness. Ghulam GL and all the Sekban have NCO to use Lt. Order to speed them up. I definitely do see Burtuk as a Fireteam option only. This allows you to use Fireteam Order economy to push the entire team forward, and use specialized team members to handle long-range gunfighting when you need it. And while Burkut LRL is optimal to 24" only, and drops sharply beyond that range, I guess he still shouldn't be discounted. Not with a Fireteam behind him, and his Mimetism. Panzerfaust is an option, too, though a Disposable one. I don't know how the tables look like in your meta, but where I do play, I've been often able to suppress enemy defences well enough to push a Fireteam forward, to the range when rifles and shotguns get the job done. So I guess it would work for SMG too. All in all, I do see use for the Burkut.
To be fair sometimes it's less a competitive balance concern, and more a desire to have some variety without compromising viability. I know what a competitive Ariadna or NCA list looks like, and it's a lot less versatile than a Combined Army or Bakunin list simply because the former factions are loaded with largely-redundant and inefficient profiles with a few standouts while the latter have a very broad catalog with few outright bad choices.