Tohaa 104: Tohaa Soloists

Basics of Tohaa

Tohaa has a growing selection of soloists who can do things our signature Triads often can’t.  Rather than discussing each Tohaa soloist alone, in this article, I discuss the various overarching roles in which our Tohaa soloists excel.

Soloists may do much that a triad cannot. The benefit of triads is the simultaneous action and bonus Burst.  However, it’s that same simultaneous movement that forces you to carefully avoid AROs when moving the models.  You simply cannot rely on triad Burst to solve every problem.  Not only are our soloists more diverse in equipment than triad troops, but by being unleashed from expensive tagalongs, our soloists are easier to play with.


 

INTERCEPTOR

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Interceptors, due to their kit and guns, are well-equipped to soar in and neutralize an encroached foe.

The beautiful Igao is allowed in most scenarios to deploy herself far upfield.  Her skills allow her to effectively “blind” enemies by locking them up in Close Combat―and she can blind them with Stun Grenades, too, if preferred.  If she survives her first turn of murder, her reduced Impetuous/Mimetism state is still useful to Engage most kinds of enemies who cross the middle.

Rasails are known for being pretty tanky, but due to their Nanoscreen and fast Peripheral, they can afford to be quicker than most 4-4 units.  You never have to shave off your movement, and the Rasail team’s combination of weapons will reliably entangle most enemies, even HI and TAGs.  Use the Chaksa Peripheral to deal with camouflaged interlopers.  Against marker-state units, the Rasail and Chaksa can Discover together, allowing two rolls.

Speedy Kerails, though lightly armed and armored, are very very speedy.  You can use this along with the situational Super-jump on the beasts to hound enemies making a beeline for your backfield.  Like the Rasail above, the Kerail can use both himself and his beast(s) to try to Discover in a single order, virtually doubling your odds at revealing enemy markers.


 

HARASSER

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The harasser wants to grab the enemy’s attention, then run away.  Unlike the interceptor, the harasser does not stick around for a prolonged fight, but dangles bait before the enemy, away from his real target.  Harassers are usually still alive by the third round.

Once again, Kerails shine for this kind of role.  Because they are lightly armored and can carry valuable vanilla Smoke, you usually don’t want to send Kerails on direct assault.  Instead to poke at the enemy’s weak spot, pounce on what you can, then gallop away to a safe corner.

Kotails are the kind of unit that a bummed wishlister would wishlist, but it’s a real unit!  However, the Kotail is not without his flaw—all his really cool stuff goes away if he’s wounded.  Thus, the Kotail wants to zip in and out on turns 1 and 2, recovering in total cover to reset his Holoprojector.

A valuable Clipsos is hard to discover and hard to shoot with her TO Camouflage.  Make sure you have a couple orders after her firefight to retreat her back to Total Cover and return to the TO Camouflage Marker state.  This requires no roll from you, but taxes a roll-dependent order from your opponent.  If you instead spend an order to plop her into Suppressive Fire, expect either an expensive unit or a smokechucker to come her way.

It’s tricky, because you want your harassers to be chased, but also not die. 🙂


 

BLOCKADE RUNNER

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What I typically call a “blockade runner” is a trooper whom I can trust to blitz forward at full speed, regardless of AROs, to punch through my enemy’s defenses.  A blockade runner typically perishes by the second game round, which I’m willing to accept.

The Gao-Tarsos foregoes movement impediments entirely by dropping down wherever the hell he pleases with AD: Combat Jump.  You can also deploy the Gao-Tarsos without risk along a table edge, per AD: Parachutist.  All four Gao-Tarsos loadouts are great, though I give special mention to the Boarding Shotgun Gao-Tarsos for the role of brutalizing enemy fireteams of light infantry.

A truly do-or-die profile, the Igao needs to plunge in quickly and pin whomever she can. She also bears Frenzy, which makes her Impetuous on your next turn, forfeiting Camouflage, so just go for it.

Remember that the Clipsos starts far up the table through Infiltration, and is hard to discover with her TO Camouflage.  She can even deploy further with a successful PH9 roll.  Infinity players’ prediliction for trying to Attack in AROs instead of Discover, means that your Clipsos can usually run into your enemy’s deployment zone and chip away something with her Combi Rifle.

Gorgos has enough armor to risk exposing himself against small arms fire retaliation.  And he’s fast enough and tall enough to see whomever he wants.  If you need to shoot on the run, the AP Spitfire is usually the wiser choice, but if there’s a clump of soldiers, launch a Flammenspeer instead.

The Rasail is the quintessential blockade runner, as his hit points and Nanoscreen let him tank several shots.  The Chaksa can distract enemy AROs with his Flamethrower, or clear perimeter weapons in a pinch.  Rasails might have a problem crossing a table in their first couple of orders, but once you get them rolling, nothing slows them down.  The Rasail is exactly the sort of smash’n’grab unit you want in missions like The Armory.


 

CENTURION

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Those who keep the backfield guarded and full of orders, I call centurions.  I’m so partial to the name I’ve wishlisted a specific Chaksa unit called a “Centurion” several times.  The idea has representation already, however:  We have several good units who march behind our troops, watching their backs, and keep their orders Regular.

The curious Taqeul has a diverse, high-statline profile.  He’s a good Lieutenant, but he’s also a good Chain of Command officer.  Although he is slow, he can give your other troops excellent protection with his Symbiobugs, which activate not by line of sight, but by zone of control.

Chaksa Auxiliars, specifically the Heavy Flamethrower and Heavy Machine Gun options, are a great escort to your forces.  One Chaksa can dissuade many a would-be flanker, and their Courage ensures that they will stay on the defense, as long as they survive.

Kaauri are the latest Tohaa model to be released, and are a dedicated surprise-immune troop.  Kaauri take no kind of penalty from any kind of negative mod skill, except ODD and TO Camouflage, and that only at a -3.  Your choice of Kaauri is up to you, and they are a brilliant little rearguard for your more valuable troops.


 

VACUUM

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A vacuum sucks up enemy abuse.  Unlike a harasser, who strikes and hides, the vacuum sits in plain view, and forces the enemy to waste orders to on him.

The Nikoul is an excellent vacuum.  Its MSV1 and Sapper skill means that the Nikoul regularly enjoys positive odds, even with just one potshot.  Put a Symbiomate on the Nikoul to ensure maximum annoyance.

The HMG Chaksa specifically can be a mobile turret to waste enemy’s orders, at your choosing.  Very few units will risk running past an HMG Chaksa because of his Neurocinetics, so if you’re willing to risk losing the Chaksa, you can eat up a good 3 to 5 orders by parking the Chaksa in cover.

It’s risky, but a Taqeul has a good chance of getting back up, if he’s knocked down.  Even better, however, is if you have a Baggage Chaksa handy.  You can spam Symbiobugs by putting them on standby, and then having the Chaksa refill the Taqeul’s supply to deploy more and more bugs.  Smart opponents will waste something fast and cheap on your Symbiobugs, but if it’s late in the game and all the chaff is gone, it costs a lot of orders to carefully clean out your infestation.

Finally, the very modest Diplomatic Delegate has been the heroine of many a list with her Flash Pulse and Nanopulser weapons.  She’s not much, but she has blinded many foes, thus stopping many advances.  For a measly investment of 5 points, her capacity to halt an enemy’s turn with a single WIP13 stun cannot be ignored.

Special mention also goes to the Chaksa Servant and Kaauri Sniper.


 

KILLER

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Killers kill.  You are using this soloist’s specific skills, stats, and/or armament as a direct-to-purpose assault unit.  This kind of unit is more common in factions like Combined Army, PanOceania, or Yu Jing, which have extremely strong assault soloists, but we have soloist killers in Tohaa, too.

Murder is meaning of life to the Igao.  All of the Igao skills are designed to help her kill and keep on killing until she dies.  It’s worth noting that her revised I-Kohl skill applies to any Close Combat face-to-face rolls made against targets with Wound [W] attributes.  If someone tries to engage her, they take a -3 from the I-Kohl; and if she engages someone else, they take a -3 from the I-Kohl.

The Taqeul is a one-man weapons platform, able to strike competently at mid range and at blind angles.  A Taqeul is not a “throwaway” killer like the Igao can be, as the Taqeul is at least 11% of your army’s worth.  So you must be both cautious but aggressive.  Against most targets, the Taqeul is a stellar killer.  Note that although he loses his Armor and BTS when the Symbiont becomes inactive, he also becomes quicker.

Our oft-mocked Gorgos is well-enough equipped to handle most targets in the game.  A Gorgos naturally wants you to field a couple backup units like the Kosuil and Kaeltar to keep him humming.  The total investment usually clocks to about ~130 points to bring a Gorgos.  Don’t let that dissuade you if you love him―Gorgos will put up a strong fight against anything but a dedicated Close Combat specialist, and you can build a likewise strong backup force with the remaining ~170 points in your list.  If you have Symbiobombs, you can even restore his Wounds as long as his TAG Symbiont stays active.

Special mention also goes to the Spitfire Kotail, Spitfire and Viral Rasails, HMG and Boarding Shotgun Gao-Tarsos, and Boarding Shotgun and Sniper Clipsos.  Don’t forget to add Surprise Shot!


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Remember, this is an army of interdependent pieces.  Very little can act as an “all-in-one” unit.  Even the highly versatile Clipsos and Kotails have limitations and weaknesses.  Knowing what your troop can and cannot do may be the difference between casualty or victory.

You’re in Tohaa now, though, so we expect nothing but victory. ^_^


TL;DR  Bearing more in mind than “move forward and shoot” is crucial to effective use of our soloist units.


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