Tohaa 101: The Introduction

Basics of Tohaa

So, you are starting Infinity, and you chose Tohaa has your faction.  Well done!  We may be the redheaded stepchild of Infinity, but don’t be misled:  The Tohaa is an effective and aggressive faction, and as many jokes as folks make about their artichoke heads and unusual style, the Tohaa are nothing to be laughed in gameplay.


In Infinity, the classic way to construct your army to select a few key models―a brutal killer, a sneaky sneaker, a super specialist, a competent healer―and dump the rest of the army points into cheap “cheerleaders” who do nothing but serve Orders to the army.

Not so with Tohaa.  With Tohaa, we cannot rely on a single key model.  Each time we spend an Order, we move multiple models and tokens.  Each model on the table brings something to the force, and few if any troopers just hang in the back and shake poms-poms for our fighters.  The Tohaa army relies on real synergy and resistance to attrition.  Unlike the supervillain Combined Army, our individual Tohaa members truly combine to greater effect.

Take the Shotgun Kosuil, for example.  Alone, a Shotgun Kosuil is a good unit.  It has good stats, two good guns, two wounds, a Specialist trait for Infinity’s Tournament System play.  Yet the combos start to stack:  Add a Makaul, and the Kosuil can be covered by the Makaul’s Eclipse Grenades to safely advance its Shotgun to lethal range.  Add a Triad, it gets +1 Burst to all weapons, including the mighty Panzerfaust.  Add a Baggage Chaksa, and that Panzerfaust can be refilled.  Add a Symbiobomb, and the Kosuil’s above-average Willpower transforms it into a zone-controller.  Add a Kaauri, and that Kaauri can defend the Kosuil’s blind spots, and likewise the Kosuil use its Engineer skill to keep the Kaauri alive.

What was already good is now better:  This Kosuil is now an aggressive, defensive, virtually unflankable combat specialist, able to gainfully strike at close range, long range, and blind range, replete with complimentary tools you were already planning to bring.  So it goes with most Tohaa troops in your army list.


Imagine if we had the power to not only cure disease, but to teach dogs and dolphins and horses to speak:  Stewards of an ancient metacomputer, the Tohaa are using the transcendent technology to transform not only themselves, but to “exalt” worthy beings into sentience, in control of their own destiny.  Or so they would, but for the threat of the Combined Army, which has an ancient device of its own, using it to impel its hive mind to transcendence.

The Tohaa bear an almost religious affection for life, shunning reliance on electronics.  What this translates to in gameplay is plentiful profiles of Wound-based units instead of Structure-based units, living Symbiont Armor instead of vulnerable servo-powered Heavy Armor, unique Pheroware weaponry, plentiful and effective healing, a diverse selection of beasts and beastly humanoids, and SWC-free BTS-targeting weaponry.  Tohaa is one of the most antihackable factions in Infinity.



The Tohaa aliens are explained to have a highly complex pheromonic communication, a naturally friendly disposition, and a fetish for the number 3.  These qualities naturally lead the Tohaa to a tight cohesiveness, and the basic unit of Tohaa society is a group of 3 individuals.

Fireteams are an increasingly central part of Infinity the Game, and fireteams are a central part of the Tohaa.  We Tohaa get a very special fireteam:  the Triad.  Our fireteam lets you mix and match any 3 models who have the Fireteam: Triad skill into a fireteam, a Triad, who may then move and shoot together.  Whether or not you like fireteams, the triad is arguably Tohaa’s most important ability.

When building a Tohaa triad, it’s often best to think of it as a single unit.  Each members acts as a limb of a single functional body.  In this way, an HMG Sukeul, a Flamethrower Makaul, and a Kamael Paramedic in a Triad, is 1 triune unit who can outshoot enemies (Sukeul), clear bunkers and smoke alleys (Makaul), and heal soldiers and seize objectives (Kamael).  And it can be a reliable defense platform (all members), all while still providing 3 regular orders to the army.

A triad’s bonus Burst and bonus mobility is a persistent benefit.  Because we are not wasting SWC for extra Duo and Haris fireteams like other factions, we can put this untaxed SWC into special weapons, both in and outside the Triad.  However, the rules for Triads are complex, so do your homework and read the Fireteam rules before play.



Tohaa’s most notable weakness is our very low Armor.  This is balanced by the fact that we are also incredibly agile.  Most Tohaa troops are distinctly quicker than units of similar ilk in other factions in Infinity.  Additionally, Tohaa’s enjoyment of Symbionts means that although our Armor rating sucks, we can keep moving when wounded.

Symbiont armor is irreparable, however, so you will very often find yourself playing “hit and run” with your various Tohaa forces.  Super-jump and other skills can give us great vertical dominance.  In this way, Tohaa plays very much like the Protoss of Starcraft, blinking forward for close range punch with the shielding of our Symbionts, and withdrawing safely back beneath powerful protection above.


Our plucky troops hit the ground like Normandy, driving up the table, heedless of enemy gunfire.  Our most potent abilities capitalizes on the 16 in / 40 cm ranges of the table, meaning we need to own that mid-range of the game table, quickly.  Once we do own it, we will likely own it for the rest of the mission.  An entrenched Tohaa army is very difficult to dislodge.

We are neither an optimal “attack” faction, nor an optimal “defense” faction, but we are excellent at both.  With our superior Burst and specialized soloists, we swoop in like attack helicopters.  Then we withdraw to a safe position, letting our opponents explode themselves against our high-burst volleys.  In both the backfield and the frontline, we can expend the exalted grunts of the Tohaa master race, who field tools and weapons specialized to protect our fireteams.




The following is a brief summary of each unit unique to Tohaa:



The Kamael Troop is a putty trooper, filling out our Triads with the sort of equipment you see in other faction’s standard infantry.  Highly spammable and mindbogglingly dull, the Kamael performs just as well, or just as poorly, as you might expect.



Hatail Aelis Keesan is a special snowflake character with an extremely elastic toolbox.  Unfortunately, she is highly expensive in both points and dollars.  Aelis is best suited for missions that require a Hacker, or a mobile Sensor, or both.



Our Diplomatic Delegate is a civilian combatant, who acts as a cheap specialist for Infinity’s Tournament System missions, and who can occasionally foil of enemy plans with her offbeat weapons.



The Chaksa Auxiliar acts, as its Latin name suggests, as a supplemental troop.  Like the basic robots of other factions, Chaksas provide perimeter defense and heavy weapons, and a handful of orders to supplied to your frontline troops.



Unarmed Chaksa Servants can let a Doctor or Engineer troop do their work from afar.  A savvy player will use his Servant to distract enemy attention and foil their traps.



The healer of Tohaa, the Kumotail, is a trustworthy but unexciting unit.  In a Triad, or via Servants, she will heal or repair anything you like, but don’t expect her to pull off any heroics.



The Sakiel is our backbone infantry, moreso than the Kamael.  Good weapons, good stats, good Triad candidates all around.  The small model selection for Sakiels is probably the only reason you mightn’t field 2 or more of these rockstars in every list.



Penal regiment Kosuils are our dedicated bomb squad.  With their high Willpower and Symbiont Armor, they are also respectable, though pricey, specialist troops.  Kosuils pair quite well with Kaauri and Ectros.



The Kerail is a fast gunman with a couple tricks of his own, but his biggest tricks are big alien lion monsters with guns mounted on their backs.  Kerails are a fascinatingly flexible “interceptor” unit, able to quickly flush or catch any enemy interloper.



Lithe little Kaauri are bioconstructs whose favorite thing in life is to protect Tohaa troops from nasty surprises and evil lurkers.  A Kaauri or two will dissuade most enemies who rely on holoprojectors, impersonation, or light camouflage.  Humanity should be so lucky.



Kaeltars are the most useful and asymmetric support troop ever devised for Infinity the Game.  We are very lucky to have the Kaeltars, and their Pheroware skills can transform any Symbiont soldier into a unprecedented kind of threat.



The Rasail is a “light tank”, a sort of mini-TAG unit who can rush in and wreck face, shrugging off hits along the way.  Unburdened by useless weapons or overpriced skills or nerfbat Fury traits, a Rasail is a good addition to any list.



The Nikoul is a cruelly lethal sniper who takes the Sapper skill to an obtuse extreme, the likes of which no other Sapper has ever seen.  Plop a Nikoul somewhere in your deployment zone, and he will likely earn his points back in kills, without a single order.



A truly bizarre and jealously useful unit, the Kotail can go just about anywhere you want, and complete just about any objective you could think of.  To the uninitiated, the Kotail looks positively unfair―but note that everything that makes the Kotail cool will evaporate, if he gets wounded.



The Sukeul is the elite light infantry unit, our most superb gunner.  Mobile, professional, and lethal, there is little a Sukeul cannot handle with ease.  Note that at the time of this writing, the Sukeul does not yet have a model.



Do you hate enemy camouflage?  Do you like trick shots through smoke?  Do you want a sniper who can reliably shoot everything?  He may be slow, but you’ll be happy you picked up a dependable Gao-Rael.



Using a Gao-Tarsos is like shooting a battletank out of a spaceship.  You’re dropping a big fat problem somewhere onto the board, and with a bit of decisiveness (and a bit of luck), the Gao-Tarsos will continue to foil your opponent’s plan long after the drop.



The oddball officer Taqeul is an entry who, due to his big price tag, is usually a secondary or tertiary choice.  A Taqeul is a good troop to plan your list around, rather than just tossing one in the bag.  Note that at the time of this writing, the Taqeul does not yet have a model.



Super-Symbiont Ectros troops pack one of our deadliest guns on a heavy, hardy platform.  A couple Ectros will make your opponent waste a king’s heap of orders, and with brave and shrewd plays, you can gobble a king’s heap of his troops.



Super-Ectros Neema Saatar is a sassy dame with a lot of spirit.  Easily a quarter or more of every Tohaa list I see has Neema Saatar leading the charge.  Neema is a confident Lieutenant who often dies in a blaze of glory, taking 50+ points of enemy rabble with her.



If you like big, heavy, expensive units with capable armament, the Gorgos Squad is for you.  The Gorgos is our most heavily armored, although not most heavily-armed, unit.  A Gorgos is a good choice for players who would rather rely on centralized power than the codependent synergy of other Tohaa troopers.  Handle with care.


With Camouflage and Infiltration, an Igao is a capable gunfighter, but it’s her big blue naginata for Close Combat that you want to be cleaving through your enemy’s weak spot.  Her Frenzy state forces her best turn to be her first turn, so don’t be shy.


Some people say Tohaa is not truly “high-tech” because we aren’t toting MSV3 and ODD.  Ha!  Clearly they haven’t seen three Clipsos on the game table.  Clipsos let you liberally use Infinity’s most valuable skill:  Thermo-Optical Camouflage.



Last but not least, every single Triad in the Tohaa army benefits when a Makaul joins.  The Makaul is arguably the best “warband” troop in Infinity, holding the best template weapon, best smoke grenade, and one of the best best close-combat weapons, all on a good statline for a fair price.




For your first 300-point Tohaa list, I recommend you grab the 300-point starter box.  If you have room for a couple more purchases, I recommend the Chaksa Auxiliar box and Gao-Rael Sniper blister.  The starter purchase should run in the ballpark of $160 or €140 with shipping costs, and will enable a fully-fleshed, combat-effective, tournament-playable, 300-point army.

But with just the starter, played as modelled, you should find this army to be very playable and enjoyable in your first games:

logo_801.png Tohaa Contact Force

GROUP 1sep.gifsep.giforden_regular.png10  orden_impetuosa.png3
logo_5.pngECTROS Viral Combi Rifle, Nanopulser / Pistol, Shock CC Weapon. (0 | 43)
logo_8.pngMAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13)
logo_1.pngKAMAEL Paramedic (Medikit) Combi Rifle / Pistol, Knife. (0 | 14)
logo_2.pngSAKIEL Viral Combi Rifle, Nimbus Plus Grenades / Pistol, Knife. (0 | 24)
logo_8.pngMAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13)
logo_1.pngKAMAEL Paramedic (Medikit) Combi Rifle / Pistol, Knife. (0 | 14)
logo_8.pngMAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13)
logo_1.pngKAMAEL Lieutenant Combi Rifle / Pistol, Knife. (0 | 12)
logo_16.pngKOTAIL Spitfire / Pistol, Knife. (1.5 | 36)
logo_7.pngCLIPSOS (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 25)

GROUP 2sep.gifsep.giforden_regular.png4  orden_impetuosa.png1
logo_15.pngNIKOUL Minelayer Viral Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 30)
logo_8.pngMAKAUL Combi Rifle, Eclipse Grenades / Pistol, Viral CCW. (0 | 20)
logo_20.pngKAELTAR Combi Rifle, Flash Pulse + 2 SymbioBombs / Pistol, Electric Pulse. (0 | 20)
logo_20.pngKAELTAR (Chain of Command) Light Shotgun, Flash Pulse + 2 SymbioMates / Pistol, Electric Pulse. (0.5 | 21)

5.5 SWC | 300 Points

Open in Infinity Army


Let’s go by triads according to color.  The two primary triads features a primary unit backed by a pair of Paramedic and Makaul.  The first of the two triads features a heavy-duty Viral Ectros, whom you can use to gun down other heavyweights, and generally be a anvil.  Expect that the Ectros will die―people love attacking Ectros, so use your bait!

The second triad is lead by the furious Viral Sakiel.  He can throw down Nimbus Plus Grenades on opponents to make the Makaul’s Flamethrower very hard to dodge.  Both of these triads should advance under their Makaul’s Eclipse smoke, if an enemy sniper stares you down.  Your Paramedics have a decent chance at healing, but more importantly, if you are playing official scenarios, the Paramedics are specialists.  Use the lone Makaul’s Impetuous order for a free smoke throw every turn.  If he survives, he can also fill in for a deceased triad troop later.

A Clipsos Forward Observer in Group #1 snags objectives and tags targets.  She deploys secretly at the start of the game.  Once you decide to get her into the action, the two triads supply her with Orders, so that the she can advance and retreat safely.  The free Kotail acts as an interceptor, for everywhere your Triads can’t go.  Finally, the Kamael Lieutenant hides in a bunker and won’t move―unless he absolutely needs to.  Like the lone Makaul, the Kamael Lieutenant can also fill in for a deceased triad troop later.

In group #2, the Nikoul Sniper mercilessly picks off any enemy from afar.  A support triad with two Kaeltars and a Combi Makaul is your “play it by ear” triad.  This triad can move and shoot if necessary, but you may be better off pumping orders into the Nikoul’s Viral Sniper Rifle.

If you plan on playing lots of tournaments, you certainly should make the effort to represent the profiles with the correct miniature.  But in a normal game, nobody should mind if you simply say, “This Ectros is a Taqeul today.”  It’s all perfectly legal in the game.  The only thing that Infinity requires, in that case, is that the troop’s Silhouette (S) is the same.


What’s next?  I would recommend reading Pheroware rules in their entirety, and after that, the Sukeul Commando blister, Gao-Rael blister, Kerail Preceptors box, and Rasail Boarding Team box.  Those three purchases will see regular use.  After that, literally anything else you want.  There really aren’t any bad choices in Tohaa these days, and the models look great from head to toe.

TL;DR  Tohaa is a highly mobile, aggressive, and interdependent faction.  Rather than rambos of other factions, in Tohaa, you rely on everyone and every trick at once.


Related reading:

Tamrielo’s Competitive Tohaa Introduction

TheMatsjo’s General Tohaa Introduction

Fireteam Rules Stratocast 


4 thoughts on “Tohaa 101: The Introduction

  1. Thank you, thank you, thank you! I’ve been struggling with what I want to run in Infinity as a new player, and while everyone’s trying to steer me away from Tohaa because of special rules, your blog has really clarified a lot of points for me. I’ll be buying the boxed army soon and am really looking forward to seeing these tactics in action.


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