Welcome to Bourak’s finest. Intro Ramah Taskforce is a sectorial that has been on the map for some time now (unofficially) ever since Red Veil dropped, but as one of the new sectorials that released with Daedalus Falls earlier in 2019, it’s relatively new to the gaming scene and (as of this time of writing) still fresh in many players minds. Like many of the more recent sectorials, Ramah does suffer somewhat in terms of having a slightly more depleted model range – indeed, many sculpts aren’t out for them yet (Nahab, Monstrucker, Carmen, Hortlaks, and of course the fantastic Mukhtars!) but this hasn’t stopped many like myself in running them and having a helluva time in doing so. In fact, while initial perception on Ramah might range from the confused to the underappreciated, clearly they seem to be doing just fine competitively, and with a wide range of options in their stable, I personally think they can do just fine in ITS. And speaking of personal – all of this guide is simply my take on RTF. So if you're reading this and your first thoughts are to complain, criticze, moan etc - don't be that guy. The world doesn't want tor need to validate how smart you are. I know this is an internet forum (lol), but the Haqq community should be a place of insight and education, so keep all feedback polite, constructive, and positive. I ’m sure others may have a different take on the sectorial, certain units, or even individual profiles, but just like all the walkthroughs that folks have compiled, please bare in mind that these will only ever be limited to the scope of the writer. Also, as RTF is still fairly new on the scene, a lot of things are subject to change, revision, and further interpretation – so expect this document to see edits as time goes on! Without further ado though, let’s get started, inshallah. Overview Ramah is a very diverse sectorial, with a number of different strengths and weaknesses. We’ll start to explore a lot of these as we get to the individual profiles, but suffice to say that the sectorial brings a wide range of different options that can accommodate a variety of playstyles well, letting you run everything from high order count 16+ bodies all the way to two Maghariba TAGS in limited insertion. This makes it tricky to narrow down a playstyle per se, but in general though, balancing out your variety of elite choices with the necessary support is a clear ‘theme’ of the faction. Let’s break it down a bit further: Strengths - Mobility. You have lots of 6-2 or better movement, and a lot of choices have other mobility skills to get you where you want to go (Super Jump, Climbing Plus, Multiterrain). - Deployment. While limited in number, there are some great deployment skills (Infiltration, Forward Deployment, Airborne) that can combine with the aforementioned mobility to really cement your movement advantages. - Durability. This is a tough one as Ramah has a ‘non-traditional’ level of durability that relies more on NWI and immunities to stay standing, rather than things like high ARM, several wounds or -6 modifiers. In other words a lot of your models can take a hit and keep on going. - Doctor Plus. Ramah has… a LOT of doctors, and no less than 3 (!) of them incorporate some kind of deployment skill to ensure they can get just about anywhere. Between that and backup auto-medkits or Regen, even if your troops do go down, there’s a good chance they’ll be back. - Shotguns. Not exactly the first thing that springs to mind. But if you look through Ramah profiles for a minute, and you’ll notice that with the exception of certain REMs and Naffatuns, basically every profile can take a shotgun. If you’re a fan of buckshot, you might like this sectorial. Weaknesses - Complexity. Ramah isn’t exactly the simplest faction in the game, and indeed many models have a variety of weapons, different skills, and less typical stats that you pay for, but may not utilize fully if you aren’t careful (looking at you, Namurr, Nahab and Muktars!). - Fragility. But you just said… Yes I know. Note that the drawback of non-traditional durability is that if somebody can find a way around your defenses, you can end up in real trouble. And when key pieces to drop, the list as a whole can lose an offensive edge rapidly as well. - Elite focus. It’s not that you can’t produce a high order count swarm, but the depth of your bench clearly revolves around the higher-end profiles, and of course its difficult (if not impossible) to take all of those quality choices and still manage to produce a versatile list. - Defense. I mean, sort of. You still have AVA 3 Flash Pulse bots and links, but it’s other things like lacking cheap minelayers and needing to often hide your ‘tough’ power pieces that makes it difficult to maintain board control. This ties into: - Warbands. Really there’s only one (Carmen) and she’s a bike so already fairly different from your typical smoke chucking footsloggers (who are typically CHEAP). This means taking a different approach to getting smoke and wasting opposing orders. Ultimately you have highly mobile, aggressive and somewhat durable forces that can skim around the battlefield, hit things hard, and then retreat to avoid retaliation. The tradeoffs tend to be the complexity of some of those pieces, lacking board control like cheap infiltrators, mines, warbands and AROs, and of course, the loss of certain key pieces can really hurt your game plan. This is very much the ‘thinking players’ faction – a lot of your forces pay for abilities that require a bit of planning to fully utilize them. For this, I wouldn’t necessarily recommend them to new players aside from very specific builds, but if you’re looking at a second/third faction after learning all the rules, they are a LOT of fun.