I mostly play Yu Jing, Qapu Khalki and Tohaa. Tohaa is
a playtesting army, Yu Jing is my campaign army and Qapu is my principle
competition faction (Tohaa struggles in some missions). This is a description
of my basic approach to playing Qapu.
I use two lists. One for what I call killing or ground
control missions (Annihilation, Frontline, Quadrant control) and one for
everything else. My ground control list has an infiltrating, camouflaged
hacker, so I use it for supremacy as well, which is basically just Quadrant control
with a small bell (beep one of three boops, where hackers get a bonus). This
hacker (Hawwa), also carries d-charges and infiltrates, which allows her to
score the d-charge classified objective with ease. The utility of this unit in
this regard means that my ground control list is extremely light on
specialists, but can still score all the points available. My other list is for
missions requiring specialists. It has 6—not the highest number—but 3
infiltrate, 2 are in link teams and the remaining is very quick, so they can
get to objectives. This is plenty for most missions, but just a touch light for
emergency transmission and other missions that require specialist saturation
(though there are really only 3 such missions). If a tournament has more than 1/3
such missions, I will adjust my list to have more specialists. I am confident
in these missions so long as I am not playing against something that really
dominates those games, like Ariadna camo spam (even there, if I have bottom of
turn 3 I think I’ll be fine with MSV, a big link team and a sensor bot).
I will discuss my lists in detail below, starting with
the kill missions list.
List 1 – Kill Missions
GROUP 1
Janissary
with HMG
Janissary
with boarding shotgun
Janissary
doctor (AP rifle + shotgun)
Hafza
lieutenant with shotgun/rifle
Hafza
FO with shotgun/rifle
Djanbazan
with HMG
Kameel
remote (baggage, minesweeper)
GROUP 2
Odalisque
with Harris Fireteam, rifle + light shotgun, nanopulser
Odalisque
with spitfire, nanopulser
Odalisque
with boarding shotgun, nanopulser
Hawwa
hacker
Yuan
Yuan with chain rifle, smoke grenades and AP CCW
You can do a Sekban link instead, but I found that the
points don’t come out quite as I’d like (you end up with 7 points leftover, and
Qapu have no cheap fillers for less than 8 points). I think the Odalisque team is
slightly more appropriate for kill missions anyway because of their resilience,
though a B3 heavy rocket launcher helps a lot for ending enemy link teams. You
can change the Hawwa to an FO, the Djanbazan to a sniper and put a missile
launcher in the Janissary team and thereby get a Sekban link and even points
(you get the 8 points needed for a second remote), but a HMG totting Djanbazan
is much more effective smoke attack piece than a sniper. I also just fucking
love the concept, art and models of Odalisques. I am still playtesting both.
Remember that I only use this army in annihilation or
ground control missions. People tend to focus on killing stuff in these
missions. In fact, the most important thing is to stay alive. Therefore, my
first tactical principle with this list is to play conservatively. I spend the
reactive turn hiding for the most part. My secondary principles are as follows:
Get
the link teams into defensible positions in the midfield.
Both links teams are saturated with shotguns, 360 visors and sixth sense lvl2.
As such, the best place for them to be is in a building. In such cases, it is
hard to engage only one member of the link, and you get to use those sweet
shotgun range bands. Both teams have good long range weapons to help them get
into positions. The Janissaries have huge base BS, so they have an easier time,
while the ladies have to be a bit crafty in how they advance (though B5 is
handy). With the link team burst bonus, shotguns, visors and sixth sense, being
in a bunker makes both teams almost as good on reactive as active, and they are
impossible to sneak up on. The Janissaries have a doctor for powerful healing,
and solid armour. These guys die hard.
Once you are dug-in in the midfield you can easily
spend a single order to distribute quite a large number of points to different
quadrants/sections of the board to claim objective points. Your opponent needs
to then come to you to stop you from doing this, which plays into your shotgun
totting hands. B2 shotguns on base BS16 are very hard to push through with
anything, especially because the Janissaries ignore smoke penalties. Your
opponent must nonetheless come to get you, because otherwise you can allocate
huge numbers of points across zones and easily win the game without ever
attacking. This holds for annihilation as well. These teams must be engaged to
win, but they are very difficult to engage once they are dug-in. You might ask
how you score your own points if you are hiding. The answer is:
Do
your killing with the Djanbazan. Smoke/MSV2 allows you
to pick off certain targets and engage only those units you can dominate in
face-to-face. In most cases with this list, one of my turns (usually turn 1),
will involve the Yuan Yuan throwing smoke as part of its impetuous move, and
then my Djanbazan moving out to kill something through the smoke with a strong
face to face (typically 12s on 4 dice against ~7 on 1 dice). The Yuan Yuan then
uses its irregular order to move again and throw another smoke template, after
which the Djanbazan moves forward and kills another target. Finally, they both
hide so they can do it again next turn.
If you can get a few cheap kills with this smoke play
while lodging your link teams in the midfield (the smoke screen helps with
that), then you’ve pretty much won, because you have a points advantage that
will be hard to turn around owing to the toughness of your link teams.
Use
the baggage bots to hold the backfield. On the first turn,
maybe even the first two turns, you will probably need to use all your orders
to kill stuff or otherwise advance your link teams into the midfield. Your link
teams do the quadrant control in these turns. Once they are in the front field,
your cheerleaders can do a combined order to advance out of your deployment
zone to secure a zone. Until that point they are cheerleaders and should be
hidden appropriately.
Use
the Hawwa to score your classified objectives. The
main objective you want is the doctor one, because the Janissaries will almost
certainly have an opportunity and the ability to score it. The other ones that
you want are telemetry type cards (spotlight program), d-charges and coup
de-grace, in that order, because these can be completed by your Hawwa. He can
start within a short move of the target building for d-charges and execute the
objective in 2 orders. He can potentially start within a short move of the HVT
and execute telemetry with 1 order. Later in the game he can move out to
something killed by your Djanbazan and cut heads off. He is also your primary
means of securing the HVT if it comes to that, followed by your ladies making a
long dash (4-4 moves).
And that’s all there is to it. Open a breach with your
Djanbzan and push your link teams through it. Find a nice bunker for them to
sit in and then wait for your opponent to sacrifice their units trying in vain
to break through your strongpoints. Let’s turn to the objective list.
List 2 – Objective missions
GROUP 1
Djanbazan
with HMG
Djanbazan
with sniper rifle
Djanbazan
doctor
Hafza
with spitfire
Hafza
lieutenant with shotgun + rifle
Hawwa
forward observer with boarding shotgun
Hawwa
forward observer with boarding shotgun
Hawwa
Hacker with boarding shotgun
GROUP 2
Sekban
with fireteam Harris
Sekban
with heavy rocket launcher
Sekban
doctor
Rafiq
Remote (sensor bot FO)
Yuan
Yuan with shock CCW, smoke grenades
The
Djanbazan link is your main beat stick. These guys are epic wreckers of face.
Out of your DZ you throw smoke with the Yuan Yuan and then advance with the
sniper, then the HMG, then the Hafza with spitfire, then the shotguns. You have
every range band, MSV2 and base BS 15, with extra burst. You also have MSV2,
WIP14 and the 4-man discover bonus, so waves of camo tokens don’t bother you
much. There are no strong points in the game that can stand up to this link
team (except maybe an Avatar in cover), especially as you heal units that fall
down with your WIP14 doctor. After opening a breach with MSV2 and smoke, make a
bee-line to an objective with your doctor, or find a position where you can
hide on the reactive turn and then pop out to command the board on your active
turn. Don’t forget the Congo-line formation either, which allows your sniper to
exploit their range band.
The
Sekbans are principally a vehicle for advancing the doctor to an objective, but
they also bring some extra utility. The heavy rocket launcher with B3 is
devastating to units that don’t have ODD/Camo, like most TAGs and heavy
infantry units like the Guardia, and can solve a problematic link team in a
single volley with 3 templates. Just don’t try to use these guys to kill
something really substantial, like a TO camo HI, because BS12 with no major
MODs is not so sexy. That said, if it comes off you burn off their bonuses.
Your
main objective grabbers are the Hawwas. You don’t have an engineer, which is
annoying because most of the specialist saturation missions have an engineer
bonus, but Kaplan’s just don’t bring enough to justify spending a link team on.
If they had Harris fireteam they would instantly replace the Sekbans. In middle
ground missions like supplies I will do almost all the work with the link team
doctors and the Hawwas will just run interference. In saturation missions the
link teams will occupy positions overlooking the objectives and provide
covering fire for the Hawwas, who will do the heavy lifting. With WIP 14 they
are reliable specialists, and the boarding shotguns make them effective at the
close quarters skirmish combats that develop around objectives.
The
Rafiq remote serves two functions. First, it has sensor for Ariadna. This
allows the Djanbazans to go down the strong flank and use the 4-man bonus and
MSV2 to discover camouflaged units while the Sekbans move behind the Rafiq
sensor down the weak flank. Second, it can grab things around your DZ, for
example in seize the antennas. I often use it as a cheerleader until the final
turn. In a pinch it can charge forward with 6-4 to objectives.
That’s pretty much it. The things that both lists are
lacking a little are cheeleaders (though the Hafzas and links make up for it)
and a TO: camo unit, but they are really not so important compared to two link
teams. Qapu Khalki doesn’t do anything fancy. It just puts good units on the
board that are better quality than everything else, with all the tools to win.
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