chicop76
10-08-2013, 08:30 AM
Before 6th this was a question I always asked myself. Should I field infiltrators are not. In 4th and lower with shooting armies it wasn't a big thing. First you took turns deploying models one at a time in slot order and second you avoided being near combat like the plague. If you did infiltrate you wanted models that can handle combat since they had a really good chance of being in combat. With 5th edition we seen combat toned down and deployment changing a lot. The game wasn't who went first, but more who took the most advantage of the table.
With combat being turned down and deployment options being better it encouraged infiltrators to be used.
Now with 6th edition rolling aground the biggest ability being thrown out there that is a game changer is scouting. Thanks to sixth some units can scout 12" and be in the middle of the field.
When daemon armies started using hounds people wondered how to counter this. I used infiltrators myself. However not everyone used daemons and not all daemon players used hounds.
Before daemons we had the ravenwing which could easily dakka banner you in the face and easily plasma you in the first turn. Annoying as it was it wasn't as bad as hounds, and can be dealt with.
Now we have the new marine dex. With 2 chapters that can scout in your face. I will mention the white scars since they seem to be favored the most. The issue now is that you have bikes instead of being near 30 points a pop they are near 20 points a pop, which means dealing with more bikes. The next problem is that you can have an Hq choice with a plus two save and a storm shield in front, since you can ally with yourself you can take two such hqs with khan.
The new marines poses a threat since you have to do significant damage to the bikes jn your face. If they go first you will be rapid fired, and melted in the face and they will have plus four jink saves. On the other hand if you go first they can assault you first turn and use hit and run to shoot and assault you all game long.
With 3 armies off the top of my head that can possibly assault on the first turn I think taking a squad of infiltrators or two is now worth it. Infiltrate happens before scout which allows you to push back the scouters since they have to be 12" away from you. The best part is the you can infiltrate after deployment which means you can easily block their path.
Although if I was playing a white scar list I would field scout bikers that can infiltrate and scout to prevent you from using your scouts. Reason to take those scout bikers now or just regular scouts. Anyway besides necrons and orcs I know most armies have viable infiltrators to use. Heck greyknights can use skulls to keep them bikes away. Oh I forgot I think sisters cannot infiltrate, but they can scout though.
A good infiltrator defense can help save your army and win you the day.
With combat being turned down and deployment options being better it encouraged infiltrators to be used.
Now with 6th edition rolling aground the biggest ability being thrown out there that is a game changer is scouting. Thanks to sixth some units can scout 12" and be in the middle of the field.
When daemon armies started using hounds people wondered how to counter this. I used infiltrators myself. However not everyone used daemons and not all daemon players used hounds.
Before daemons we had the ravenwing which could easily dakka banner you in the face and easily plasma you in the first turn. Annoying as it was it wasn't as bad as hounds, and can be dealt with.
Now we have the new marine dex. With 2 chapters that can scout in your face. I will mention the white scars since they seem to be favored the most. The issue now is that you have bikes instead of being near 30 points a pop they are near 20 points a pop, which means dealing with more bikes. The next problem is that you can have an Hq choice with a plus two save and a storm shield in front, since you can ally with yourself you can take two such hqs with khan.
The new marines poses a threat since you have to do significant damage to the bikes jn your face. If they go first you will be rapid fired, and melted in the face and they will have plus four jink saves. On the other hand if you go first they can assault you first turn and use hit and run to shoot and assault you all game long.
With 3 armies off the top of my head that can possibly assault on the first turn I think taking a squad of infiltrators or two is now worth it. Infiltrate happens before scout which allows you to push back the scouters since they have to be 12" away from you. The best part is the you can infiltrate after deployment which means you can easily block their path.
Although if I was playing a white scar list I would field scout bikers that can infiltrate and scout to prevent you from using your scouts. Reason to take those scout bikers now or just regular scouts. Anyway besides necrons and orcs I know most armies have viable infiltrators to use. Heck greyknights can use skulls to keep them bikes away. Oh I forgot I think sisters cannot infiltrate, but they can scout though.
A good infiltrator defense can help save your army and win you the day.