To the heralds of the ancients, To the survivors of Agreda, To the pherocurious, The space elf, The artichoke, The victorious, And to all pending allies of the master race: Welcome to the Tohaa. Tohaa is a faction that is hard to learn, and hard to master. We have a steep learning curve, given the text-heavy rules for fireteams and holoprojectors and camouflage. There is no easy way to learn those things short of reading and playing. However, we can get you oriented in the right direction: Since the closing of the old forum, we need a new general guide to Tohaa tips, tactics, and strategies. The following is a summary of points in the same vein of my previous tacticas and the old forum tacticas, and will be updated with salient points made below. You can find more detailed versions of the following on my blog. What to Buy Maybe you bought the Tohaa starter set, but don't know where to expand. Or maybe you like the Tohaa look, and want to know what's competitive. Or perhaps you know that Tohaa is competitive, but can't get the names straight. In any case, for your first few purchases, I recommend (in order): Tohaa 300-Point Army Pack (the army box appears to be out of production, but you may still find it) Sukeul Commando Blister Gao-Rael Blister Kerail Preceptors Box Rasail Boarding Team Box After that, it's up to you. Most Tohaa units are good, great, or utterly unrivalled. However, there are 2 sets I recommend that you avoid: the Kamael Infantry box, and the Gorgos Squad box. You only need a few Kamaels, and you get 3 in the starter box. And the Gorgos Squad requires a lot of competence and dexterity to use well, and it is the kind of unit that―after seeing it repeatedly die with few results―might burn out a new player. It's worth noting that the female Kamael in the Tohaa Trident starter box is a suitable proxy for Aelis Keesan, if you don't want to split a Dire Foes box. General Strengths and Weaknesses What you're getting in Tohaa are three big things: high mobility, high hit point total, and high damage potential. Tohaa isn't the straight fastest, most armored, or most deadly, but we score high in those three regardless: Our Triad rules and G:Sync rules allow unparalleled movement efficiency for each Order spent. Our cheap Symbiont armor grants nearly-free Wounds to soak up enemy small arms fire. And our Viral Combis, K1 Combis, Heavy Flamethrowers, and HMGs provide a deadly diversity of weapons to counter every army imaginable. We may not have the best tools in Infinity, but we have powerful tools in great number, and in a war of attrition, that's better than the biggest gun in the bag. 101: The Introduction Tohaa is the most synergistic and complementary of Infinity factions. What this means is that traditional "rambo" tactics of piling up Orders behind a few big hitters, in Tohaa, is generally untenable. We can seldom match the big hitters of other factions, pound for pound. Even humble Haqqislam has a greater TAG than ours, and Ariadna has better shooters. Spoiler What you should know about us Tohaa and our Triads is that we excel at a sort of "attack helicopter" approach, zipping in for a barrage, then withdrawing to safety. Our Symbiont Armor grants us extra Wounds, but our low Armor and low Ballistic skill ensures that enemy pressure will pop a Tohaa bubble. The excellent Makaul makes this possible with his Eclipse grenades. He is the "chaff" to the Tohaa's "apache". Eclipse prevents almost every kind of enemy reaction in Infinity. Even a mighty Multispectral Visor L3 cannot see through an Eclipse template. This allows you to reposition a Makaul's triad safely, or occlude a lane so that a lancer like a Kerail or Rasail can make a daring attack (or daring escape). Get him up close and his Heavy Flamethrower and Viral Close Combat can threaten even a Jotum. Just know that Flamethrowering with a Makaul will result in his death, half the time, since the Flamethrower doesn't have a roll and thus other attack rolls may hit unopposed. Sukeuls provide multirole "combat specialists" with their K1 Combi profiles, and direct combatants with their HMG and Missile profiles. Don't waste your time with the K1 Sniper Rifle, it's an overpriced weapon at the moment. If you need to put an enemy model back in your friend's model bag, and a Makaul won't do, the Sukeul can remove it safely. Kaeltars provide insurance against the Loss of Lieutenant state, and provide nice little one-ups to Symbiont soldiers with their cute taara symbiobuddies. "Symbiomates", in particular, gift invulnerability for a single order. It's not without its limits, but it's without equal. I might recommend that you don't use Kaeltars in your first few games, because Kaeltars are just so good, and can encourage you sloppy habits. The Symbiomate rule is so good it's almost guaranteed a nerf in the next book or FAQ. 102: Triad Composition "Triads" are mobile little 3-man teams for which Tohaa is infamous. The Triad rule allows you to mix-and-match any 3 units with the Triad rule together into a team, who get to move and shoot together. Note that they must have the triad rule―Nikouls, Taqeuls, and Kotails aren't allowed. Spoiler You may also find the Kosuil and Sakiel to be mainstays, particularly the Shotgun Kosuil. However, before you go striking out on your own bizarre triads, I recommend you learn to use the big three staples of Tohaa triads: I.T.S. Triad This triad archetype is essential to play in the Infinity Tournament System, which I will cover more in the next chapter. It is the most common triad to see. As a three-armed toolbox, it includes a designated gunner, a cheap specialist troop, and a Makaul for his Eclipse and Flamethrower. It’s entirely feasible to run 300-point Tohaa lists composed exclusively of 5 or 6 ITS triads. Here’s a classic example: SAKIEL Spitfire, Nimbus Plus Grenades / Pistol, Knife. (1.5 | 23) KAMAEL (Paramedic) Combi Rifle / Pistol, Knife. (0 | 14) MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13) 1.5 SWC | 50 Points Kill Team This triad archetype is common to deathmatches, direct action missions, or to players who rely on soloists to accomplish objectives, instead of triads. Kill teams are usually supported by cheap Makaul links or Kerails to smoke the kill team's approach and escape. Also doubling well as a "leadership" triad,the kill team can carry a killer lieutenant like a Viral Sakiel, K1 Sukeul, or Neema Saatar herself. There are many variations, but our kill team naturally wants 3 primary weapons that can cover a +3 range from 0-32 inches, without also sacrificing on close-range counterpunch: SUKEUL HMG, D-Charges / Pistol, Breaker Pistol, Knife. (1.5 | 35) ECTROS Viral Combi Rifle, Nanopulser / Pistol, Shock CC Weapon. (0 | 43) KOSUIL Engineer Boarding Shotgun, D-Charges, Panzerfaust / Pistol, Knife. (0.5 | 24) 2 SWC | 102 Points Optimized Support Triad The Optimized Support Triad makes the most of the Gao-Rael Sniper and our newly linkable Kaeltars. This triad is not a small investment, but it’s worth every point. In addition to boosting the Gao-Rael’s Sniper Rifle, it hands out two Symbiobombs and two Symbiomates to your army, protects your orders with the Chain of Command skill. There are few choices in Infinity that I would call “optmizied” in Infinity—the OST is one of them: GAO-RAEL Sniper Rifle / Pistol, CCW. (1 | 31) KAELTAR (Chain of Command) Light Shotgun, Flash Pulse + 2 SymbioMates / Pistol, Electric Pulse. (0.5 | 21) KAELTAR Light Shotgun, Flash Pulse + 2 SymbioBombs / Pistol, Electric Pulse. (0 | 15) 1.5 SWC | 67 Points 103: Objective Play You want to have fun, but you also want to win. Especially if you are playing ITS tournaments. Spoiler This means that you will need troops to accomplish objectives. In modern Infinity, that usually means a good DataTracker (like the Rasail, Ectros, or Sukeul) and a few good specialists (like the Sakiel Paramedic, the Sakiel and Sukeul Forward Observers, and Shotgun Kosuil), or a bunch of cheap specialists (like the Kamael Forward Observers and Paramedics, and the Tohaa Diplomatic Delegate). Your bread & butter will usually be 1 Sakiel Paramedic, 1 Clipsos Forward Observer, 1 Kosuil Engineer, and 1 Diplomatic Delegate. If you're heading off for a friendly ITS game and don't know the mission, put one of each of those in your first few lists. The mechanics of achieving most ITS objectives are fundamentally quite simple: move a specialist into base contact with the objective, and succeed a WIP roll. Now, Tohaa does not have extraordinarily high WIP on our specialists, but we do have extraordinarily high order efficiency. And the Makaul's Eclipse grenades makes it safe to work on our objectives in peace. There is also a good rule of thumb to live by. Per 10 order group, stick to this pattern to ensure success: Spend 4 orders going after your mission’s Objectives Spend 3 orders attacking the enemy Spend 2 orders repositioning your forces for subsequent turns Spend 1 order wherever you want The most common way to lose in Infinity is to spend too many orders attacking the enemy. Three orders is plenty per turn to roll dice from your Sukeul. Two orders should be spend preparing for your next turn. One order, at most, should be spent trying to heal wounded Tohaa troops. If your mission isn't to kill the enemy, don't focus on killing the enemy. Remember that you always have the chance to outshoot them in ARO―especially with that Sukeul Triad. 104: Soloists Triads aren't the only Tohaa trick. We have quite a few strong "soloists" who work efficiently alone. That might not sound tempting as our trademark Triad, but a Triad represents more potential loss for a single missile or rocket, and 2 or 3 times the attributes to pay attention to. Our soloists, by contrast, tend to be hyper-streamlined. Spoiler Rather than breaking down every unit individually, I will give my top 5 recommendations for soloists to focus on: Rasail Boarding Teams blew our minds when they were released. Four wounds for less than forty points, means this guy wade through enemy fire, even without a Symbiomate. If the Rasail's Chaksa Peripheral survives the Rasail's attempt to cross the battlefield, the G:Sync rule means that most units will die beneath the double-swathe of flames and gunfire. Rasails make excellent DataTrackers for ITS. For its price, Smoke is Infinity's best equipment. Kerail Preceptors are Tohaa's sole source of Smoke grenades, and for that fact alone, Kerails more valuable than you may imagine. Now, the gun beasts can be profitable, too, but what you want to focus on (for 20 points!) is this other fast G:Sync unit who happens to complement your Gao-Rael team on account of the Gao-Rael being pick off helpless targets through the Smoke with his Multispectral Visor L2. While not the best attacker, Kerail Preceptors are phenomenal harassers. A good DataTracker in pinch. Appearing from nowhere and blinding the enemy with mines, mods, and a humble Combi Rifle, the Clipsos Forward Observer makes it into a cool half of all Tohaa lists. One Clipsos is good enough, but you could take three Clipsos and not miss out on Tohaa options. The TO Camouflage rule is so good and so flexible, it's worth a whole article in coverage. Tiny Kaauri Sentinels are the cheap rearguard of the Tohaa army, sniffing out enemies and unflinching at their attacks. One or two Kaauri make great "speedbumps" in your list. The combination of the lesser Multispectral Visor L1 with the Sixth Sense L2 skill (and very occasionally the Biometric Visor L2) allow the Kaauri to ignore most negative modifiers an enemy like Ariadna can smother a Tohaa triad with. The two I recommend most here are the Submachine Gun profile and the Sniper. Number five is a hard choice to pin, but I will go with the Igao for the rule of cool. The Igao's Camouflage, Martial Arts, and naturally high Close Combat stat make it an extremely effective first-turn scalpel. A chopping Igao usually has better odds against an enemy's elite Fireteam guardian than a shooting Sukeul. Against vanilla forces, the Igao can tie up (or kill) a heavy unit like a TAG or Yan-Huo, allowing you a comfortable and deadly turn 2 and 3. Treat the Igao just like the Clipsos' Mines whom he or she may appear to be: it's going to die, but it's also going to kill something. If you aren't going first, the Igao may act as an interceptor against some big dumb TAG marching into your backline. Don't be afraid to try Engaging on PH13 if you have to. Honorable mention: the Baggage Chaksa. A whole box of these guys looks too expensive for most new players, especially considering that the Rocket and HMG Chaksa are increasingly irrelevant in new waves of Infinity. However, if you're willing to shell out, or have a spare Rasail Peripheral to proxy, one or two Baggage Chaksas always round out your list. Don't underestimate his Sensor. 105: Support Network We've already touched on this with Paramedics and Kaeltars, but it bears expounding, especially for joint operations and specialist missions in Infinity. Sniping our Lieutenants is one of the best tactics an enemy can perform against the Tohaa, as our triads become virtually useless in a Loss of Lieutenant situation. Chain of Command therefore is one of the best support abilities in this game. As it happens, we have the best Chain of Command in the game: the Kaeltar. This same Kaeltar also grants two of the invulnerability-providing Symbiomates I mentioned earlier, which are also one of the best abilities in the game. You can also take a Taqeul for Chain of Command, but you're more likely to use the Taqeul for Symbiobugs. Unlike their human cousins, the CrazyKoalas, our Symbiobugs are best pressured upon heavier units like enemy Heavy Infantry and TAGs. Unlike Symbiomate, Symbiobugs can be refilled (with a Baggage Chaksa). The Kosuil and Kumotail are our Engineers, and both roll on a nice WIP score of 14. The Engineer skill allows you ro repair Structure ("STR") units, which, in our context, is only the Kaauri. If you like keeping your little Kaauri alive―or need to, because of an arbitrary ITS objective―you’ll want to pack an Engineer in your list. Otherwise I don't recommend trying to keep the cheap little guys alive. The other primary role of the Engineer skill (outside of specific ITS missions, of course) is to repair negative effects such as Immobilized or Isolated. A Kosuil thus is a very wise unit to pair with our Heavy Infantry, as they are common targets for such types of attacks. All things considered I recommend the Kosuil over the Kumotail, since our paramedics are tough cookies, and the Kosuil (unlike the Kumotail) is a capable combatant. Our Symbiont Armor gives medikits a PH+3 mod, which neutralizes the standard PH-3 medikit penalty. This means that we have the best Paramedics in Infinity. Medikits can be delivered in base contact with unconscious troops, or shot with a BS roll. In either case, the unconscious troop are usually rolling on PH11, a 55% chance, to heal. That's not much worse than a doctor. Note that neither Paramedics and Doctors can restore Symbiont Armor. My favorite Medikit platform is the Sakiel Paramedic, but you may also like the Kamael, Jäger, or Gao-Tarsos for that purpose. TL;DR for newbies: Buy the 300-point army box, read the Triad rule, the Symbiont rule, and the Symbiomate rule. Play games and enjoy your wins.