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Raindog

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Everything posted by Raindog

  1. Anybody up for a 300 point game? I am looking to try a limited insertion list.
  2. I wish they would make an Ayyar model!
  3. The Fasid is a new profile with Red Veil. Man, I like this profile. It is one of the reasons I am mostly playing vanilla Haqq. At 53 points and 2 SWC, I think it is cheap. First, the model starts with minelayer, so it can help control sections of the table. Second, the model has Sixth Sense Level 1, so it is hard to sneak up on the model or use smoke shenanigans against the Fasid. Next, it has Veteran Level 1, so it is not effected by Loss of Lieutenant. It cannot be isolated by E/M or Oblivion programs. So it a heavy infantry piece without the usual weakens of a heavy infantry model. Fourth, as I have said, I like options in my models. The Fasid has a bevy of weapons. I prefer the HMG option. It can lay a heavy amount of fire down in the active phase. The Fasid can lay down smone with the smoke grenade launcher to obscure fire lanes as close to the opposing models as possible. This allows other models to achieve objectives. The light grenade launcher can spec fire models that are hiding and hard to reach. In the reactive phase, the Fasid is a beast in suppressive fire. Smoke can obscure threat pieces and the heavy pistol can handle short range threats as well as be used in close combat. Combined with a two wound heavily armor model with good over all stats, I find the ability to handle many threats.
  4. My favorite Haqq unit is the Muttawi'ah. And really, what is not to like. First, they are impetuous and irregular, so they are mobile. They can be half way up the field on their own orders. They are cheap enough to dodge mines or force your opponent to waste orders on them. Second, the are Dogged. Not only do they have courage, but they have an extended life. Sure you can lie them down, so they can be healed, but sometimes you need them to be in the way. Better yet, it lets them use their chain rifle without regrets. If they take a wound, they still can Rambo around the table and cause havoc. Third, they have smoke. Haqq does not like firefights. They are button pushers and classified achievers. Smoke allows room for models to move into better band ranges, run up and heal down troops, hit buttons, etc, by obscuring lanes of fire. Combine them with a Djanbazan and they can create stacked firefights. Fourth, Mutts have jammers. Jammers are a nasty piece of special equipment that allows the Mutt to make models irregular in their zone of control. Line of Sight is not needed. It can be used as an ARO without line of sight since it is a special piece of equipment. So, all a Mutt needs to do is hide behind a wall and wait to jammer models that come to close. Finally, Mutts have EMarats. An EMarat is an EM chain rifle that can isolate all models, but it immobilzes Heavy Infantry, TAGs, and Remotes. Mutts have so many options. Run to an enemy. If he dodges, shoot them with the Mutts' pistol or jammer them. Ifthe model shoots back, you can chain rifle or smoke dodge.
  5. I really should make better use of my Ghulam Observers. Flash Pulse as an ARO on a 17 from 8 to 24 inches is better than a rifle shot.
  6. So I am having been thinking a great deal about the Haqq and the units that have been working for me and why. The first unit is the lowly Ghulam. I have been avoiding taking the fire team base. I have done that with with the Nomads, I don't need to learn the same lesson with the Haqq. First, the Ghulam are unique in that they have a rifle and light shotgun as a base troop. Rifles are meager weapons with a narrow range band, but with a shotgun, the basic Ghulam are solid troops at short range. Second, Ghulams do not have paramedics, they have doctors. Cheap doctors with high WIP scores. It makes them great button pushers. Better still, they have the doctor plus skill. Ghulams heal on a 17. Nothing is more satisfying than being able to easily heal models.
  7. Don, Ian, Justin, Joel, Evan, Josh, Thomas, Darron, Edward, Rowan, and anybody else considering attending, I hope to see you there!
  8. Justin, Was your Fiday in the Impersonation model when the grenade was throw at him? If your model is just walking around, he cannot be attacked without being discovered first. However, if you move, and then attack, your Fiday can be attacked back.
  9. I forgot to thank you for the tasty banana bread.
  10. Exile, Will you be at the tournament next week in Seattle?
  11. 250 Points 5 SWC 
Heal the Innocent
 Each player places four civilians in the opposing player's half of the table, outside their deployment zone before deployment. Eight Citizens of a neutral faction are injured and in the null state. It is your job to heal them. Do it quickly, opposing factions are vying to do the same and curry favor with the neutral. Kill the injured and earn infamy.
 A citizen will have the PH of 10. Note: Palbots cannot be used to heal civilians for scoring purposes. However, command tokens can be used to re-roll failed heal checks, if a doctor is in base to base contact with the civilian. If a healing check is failed, the civilian dies. Each Healed civilian is worth a point. Killing an enemy doctor is worth 2 points.
  12. I played a Haqq Shenanigans list tonight against Evan. Evan crit the heck out of me. We tied for relays, but I placed a doctor on mine. The Hafza were fun. The Tuareg did a good job of trying to hold on. The Govad ML did a nice job. If you play Evan, beware I don't there is a weak model in his list.
  13. After Week 6! Jay: 54 Gamer Geek: 48 Rudra34: 44 Raindog: 41 Edward S. aka Hirangen: 37 Joel A. 32 Justjoking: 32 Pete: 26 Aenith: 14 Don aka Torg: 9 Ian: 7 Rowan: 7 Josh C: 6 Thomas: 3 Ogre Seth: 1 Jake: 1
  14. Thank you Adam, Steven, and Anh for coming to Ordo for the first time. Thanks to Matt for hosting 30K. And thank you Edward, Jay, Justin, and Evan for playing.
  15. I worked on a few terrain projects today. Two are in need of washes and they are done. Several have the first layers done. Others are based in black.
  16. Raindog

    Jayfinity

    That is a great pick up! It is an upcoming purchase for me.......
  17. Deactivator Deactivators are a piece of equipment typically employed by engineers. To use a deactivation, the bearer must have line of fire to the target. 1. The user of this piece of Equipment must have LoF to the target. 2. By passing a Normal WIP Roll, to deactivate enemy D-Charges or Deployable Weapons like Mines and Repeaters. 3. The WIP Roll is only Modified by Range, never by Special Skills such as Mimetism or Equipment like Optical Disruptor or even Cover. 4. If the user passes the WIP Roll, the enemy weapon is removed from play. 5. The use of a deactivator is considered a BS skill. A deactivator is a way to remove mines, drop bears, crazy koalas, and repeaters from play.
  18. I based ten models tonight. All of my Haqq are now assembled and based. That makes 37 model assembled and based. With no remotes or tags and lots of infantry missing.
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