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Made in gb
Pewling Menial






I think these guys are going to be a big game changer, their warlord traits are really good compared to some other armies with 4 and 6 being really useful for survival. Imagine 6 though a unit of Rangers BS4 on overwatch with a unit of 10, 2 shot each firing and hitting on 3+ on overwatch, if I was the enemy I would not either consider trying to kill them in close combat even if I was desperate (so good objective holder?). I think these guys are going to be a big impact on the game either primary or allied detachment and thats why I bought the collector edition because I have being wanting GW to bring out these guys for 10 years and they have finally answered with some good units (unsure about the walker however). And their close combat units I think are going to be deadly if you ignore them with them be scouts and moving an extra 3 inches in standard moving, running and charging! Also their Imperatives are going to be a game changer as mentioned earlier.

Price wise I think the Vanguards and rangers are well priced with them being cheaper than Space Marine troops (but their point costs are lower meaning you need to buy more of them). However the walker Im a bit unsure on pricing, with a unit of 6 of them thats a lot of money for a full unit (I will be magnetising them reduce the amount of them I'll be buying so I can have the fast attack and heavy support versions).

They will be fitting very nicely with my army of Imperial Guard tank company, cheap effective units that can support themselves with other infantry, making my tanks focus more on armour than anything else with Vanquishers. I will be taking these guys as primary and my tanks secondary as in a 2000pt game I can fit 3 Vanquishers in happily as they will be in a tank commander squad meaning they can shoot at two different targets effectively. Good fluff to bind them together as well.

What do I think their main weakness is from what we have seen, they need to support each other to be effective so you wipe out their range units they will be stuck chasing your units around the board with their close combat units due to their units fitting in specific roles, for example Rangers being long range, Vanguards being close range, Ruststalkers being heavily close combat orientated. Also high strength low AP weapons (AP 1 weapons, getting confused what to say High or Low?), they don't have much armour and you only need a Str 6 weapon to ignore their FnP. They also lack armour, they have one walker tank thing so you don't need much low AP weapons to defeat them meaning you can focus more on stuff like heavy bolters than lascannons. This means they cannot survive on their own so you will need allies for them if you wish to do well with them (thats why Im bringing tanks to cover their major weakness).

This is all theoretical and without the codex so I may be wrong on this so do keep an open mind. This also means that they could also be the worst army or the best (unlikely to be either) however from what I have seen I would say they are an army not to discard and that they are a balanced army, just don't start whining about their strength as being OP as they have got some major flaws as I have mentioned, so take advantage of them. Also vise versa.

(Some of my points may/will be wrong as I am just speculating so do respectively criticise)

In the end we have to wait for the codex and start getting some experience with them.

(This info has come from confirmed things and the sample of the codex from Ibooks)

*Edit* Forgot to mention they have no HQ. This means that slay the warlord could be an easy grab and also some of the warlord traits may not be terribly effective e.g. 1 and 3. 1 being that he will be most likely T 3 and be hammered by a lot of shot due to this and 3 is meh because it only effects him and not his entire unit. So the warlord traits are a bit of mix that means it isn't too bad as they are more balanced (isn't that what everyone wants, both the user and opposition?).

This message was edited 3 times. Last update was at 2015/04/06 00:43:53


"Baneblade, For when you're finally sick of holding the line." Anomalous.

369th Mars Tank Company: 4000pts
Adeptus Mechanicus: 46th Expedition Team: 500pts
Cydonia Crusade: 2000pts

Here is my Imperial Guard Armoured Regiment Project/Blog http://www.dakkadakka.com/dakkaforum/posts/list/608933.page 
   
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Toronto

DaPino wrote:
 Exergy wrote:
lliu wrote:
So how are the Ruststalkers and Infiltrators?


generally underwelming.

The infiltrators have an aura debuff though which could be nice.


I was in totally the same mindset as you were until I read that the FoC gives them Crusader and scout.

At first, I was concerned about their delivery, but now I'm pretty sure they are a good MSU army. I'd definately keep infiltrators to a minimum but I would include at least some. Infiltrators seem like good force multipliers as the debuff help keep your units alive.

Ruststalkers, I'm not too keen on though. I'll just ally in a knight.
True. Lots of small Units make a good Skitarii army.

Adepta Sororitas: 3,800 Points
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Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
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Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
 
   
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In a chair, staring at a screen

I've already put £30 towards the army, soon ill get the dex and infantry

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2000pts 
   
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That's around $60?

Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
 
   
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In a chair, staring at a screen

lliu wrote:
That's around $60?


Yes. I'll be getting maybe another £20 next week

1500 pts
2000pts 
   
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Hmmm.. $100 is probably how much i got my Tyranid Swarm for on eBay.

Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 TanksForTheWin wrote:
I think these guys are going to be a big game changer, their warlord traits are really good compared to some other armies with 4 and 6 being really useful for survival. Imagine 6 though a unit of Rangers BS4 on overwatch with a unit of 10, 2 shot each firing and hitting on 3+ on overwatch, if I was the enemy I would not either consider trying to kill them in close combat even if I was desperate (so good objective holder?). I think these guys are going to be a big impact on the game either primary or allied detachment and thats why I bought the collector edition because I have being wanting GW to bring out these guys for 10 years and they have finally answered with some good units (unsure about the walker however). And their close combat units I think are going to be deadly if you ignore them with them be scouts and moving an extra 3 inches in standard moving, running and charging! Also their Imperatives are going to be a game changer as mentioned earlier.

Price wise I think the Vanguards and rangers are well priced with them being cheaper than Space Marine troops (but their point costs are lower meaning you need to buy more of them). However the walker Im a bit unsure on pricing, with a unit of 6 of them thats a lot of money for a full unit (I will be magnetising them reduce the amount of them I'll be buying so I can have the fast attack and heavy support versions).

They will be fitting very nicely with my army of Imperial Guard tank company, cheap effective units that can support themselves with other infantry, making my tanks focus more on armour than anything else with Vanquishers. I will be taking these guys as primary and my tanks secondary as in a 2000pt game I can fit 3 Vanquishers in happily as they will be in a tank commander squad meaning they can shoot at two different targets effectively. Good fluff to bind them together as well.

Those warlord traits are balanced by their warlord options being lackluster. T3, 4+ 2 wounds and can only be protected by a squad of 9 similarly weak wounds.


 TanksForTheWin wrote:

What do I think their main weakness is from what we have seen, they need to support each other to be effective so you wipe out their range units they will be stuck chasing your units around the board with their close combat units due to their units fitting in specific roles, for example Rangers being long range, Vanguards being close range, Ruststalkers being heavily close combat orientated. Also high strength low AP weapons (AP 1 weapons, getting confused what to say High or Low?), they don't have much armour and you only need a Str 6 weapon to ignore their FnP. They also lack armour, they have one walker tank thing so you don't need much low AP weapons to defeat them meaning you can focus more on stuff like heavy bolters than lascannons. This means they cannot survive on their own so you will need allies for them if you wish to do well with them (thats why Im bringing tanks to cover their major weakness).

This is all theoretical and without the codex so I may be wrong on this so do keep an open mind. This also means that they could also be the worst army or the best (unlikely to be either) however from what I have seen I would say they are an army not to discard and that they are a balanced army, just don't start whining about their strength as being OP as they have got some major flaws as I have mentioned, so take advantage of them. Also vise versa.


The army has a ton of weaknesses, but makes a good ally choice.

Skitarii have lackluster long ranged anti tank, and needs to close to do damage
Skitarii have lackluster long ranged anti infantry and need to close to do damage, although they can take pot shots with rangers, mighty inefficient for AP4 bolters.
Skitarii lack decent combat units. The rustalkers wont be around long enough to get AP2 on all hits. Any decent combat unit will wipe the floor with them.
The army lacks staying power and is particularly vulnerable to Str6 AP4, even worse with ignores cover. There is a lot of Str6 AP4 going around in this meta.

The army wants to close into midrange but then needs to stay at arms length lest they get swept in combat.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
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I think the Steel Host or a Guard Parking Lot list will make for a great ally for Skitarii. Rangers hang back and hold objectives on your side, Vanguard can move up and protect the armor, or pod in with a BA ally.
   
Made in gb
Pewling Menial






The army has a ton of weaknesses, but makes a good ally choice.

Skitarii have lackluster long ranged anti tank, and needs to close to do damage
Skitarii have lackluster long ranged anti infantry and need to close to do damage, although they can take pot shots with rangers, mighty inefficient for AP4 bolters.
Skitarii lack decent combat units. The rustalkers wont be around long enough to get AP2 on all hits. Any decent combat unit will wipe the floor with them.
The army lacks staying power and is particularly vulnerable to Str6 AP4, even worse with ignores cover. There is a lot of Str6 AP4 going around in this meta.

The army wants to close into midrange but then needs to stay at arms length lest they get swept in combat.


I would say that the ruststalkers could survive 1 round to do a lot of damage. Example scenario, 5 rustalkers charge 5 terminators: each are WS 4 so they are hitting on 4+ each, ruststalkers have 4 attacks each (2 base, 1 charge, 1 for 2 melee weapons) and terminators 1. You have been planning this and pull out the "order" that makes all your units WS +3 and -2 BS at the beginning of your turn, now that has turned the table. You are now hitting on 3+ which doesn't matter as you will be unlikely to get past their 2+ armour (but you still have roughly 20 attacks with 13 roughly hitting), but that isn't the point as the Terminators will be hitting on 6+? (maybe 5+), so statistically only possible one hit will go through losing one guy. But your weapons are now AP 2, you have a higher Initiative and still have 3 attacks each making 12 attacks. Now you are out numbering them in hits, speed and you ignore their armour making them go to 5+. Also you could play another WS "order", maybe just +1. And now the Terminators are .

Warning you may suffer shooting doing this tactic! However if you did multi charges this will show that Ruststalkers and Infiltrators can be very effective at combat and can take on many elite combat units quite happily and come out top, especially with the infiltrator's debuff (-1 WS/BS/I/Ld) that with their formation gets boosted from 6 inches to 12!

Just saying that are not quite as weak at combat as you may think.

"Baneblade, For when you're finally sick of holding the line." Anomalous.

369th Mars Tank Company: 4000pts
Adeptus Mechanicus: 46th Expedition Team: 500pts
Cydonia Crusade: 2000pts

Here is my Imperial Guard Armoured Regiment Project/Blog http://www.dakkadakka.com/dakkaforum/posts/list/608933.page 
   
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I just really hope those terminators didn't take a Heavy Flamer... otherwise were down 6+ 5++, a 4+ if you spent the 10 points on the conversion field, but even then you have to take that blind test. The overwatch is gonna suck.

This message was edited 1 time. Last update was at 2015/04/06 18:08:20


 
   
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Beijing, China

 TanksForTheWin wrote:
The army has a ton of weaknesses, but makes a good ally choice.

Skitarii have lackluster long ranged anti tank, and needs to close to do damage
Skitarii have lackluster long ranged anti infantry and need to close to do damage, although they can take pot shots with rangers, mighty inefficient for AP4 bolters.
Skitarii lack decent combat units. The rustalkers wont be around long enough to get AP2 on all hits. Any decent combat unit will wipe the floor with them.
The army lacks staying power and is particularly vulnerable to Str6 AP4, even worse with ignores cover. There is a lot of Str6 AP4 going around in this meta.

The army wants to close into midrange but then needs to stay at arms length lest they get swept in combat.


I would say that the ruststalkers could survive 1 round to do a lot of damage. Example scenario, 5 rustalkers charge 5 terminators: each are WS 4 so they are hitting on 4+ each, ruststalkers have 4 attacks each (2 base, 1 charge, 1 for 2 melee weapons) and terminators 1. You have been planning this and pull out the "order" that makes all your units WS +3 and -2 BS at the beginning of your turn, now that has turned the table. You are now hitting on 3+ which doesn't matter as you will be unlikely to get past their 2+ armour (but you still have roughly 20 attacks with 13 roughly hitting), but that isn't the point as the Terminators will be hitting on 6+? (maybe 5+), so statistically only possible one hit will go through losing one guy. But your weapons are now AP 2, you have a higher Initiative and still have 3 attacks each making 12 attacks. Now you are out numbering them in hits, speed and you ignore their armour making them go to 5+. Also you could play another WS "order", maybe just +1. And now the Terminators are .

Warning you may suffer shooting doing this tactic! However if you did multi charges this will show that Ruststalkers and Infiltrators can be very effective at combat and can take on many elite combat units quite happily and come out top, especially with the infiltrator's debuff (-1 WS/BS/I/Ld) that with their formation gets boosted from 6 inches to 12!


Terminators have 2 attacks base, and WS4 hits up to WS8 on 4+.
Your ruststalkers strike with 20 attacks and will end up putting down 2 terminators. But then the 3 remaining termites get 6 attacks and kill 3 rustalkers, who lose combat by 4(2 wound each). Likely fail their leadership check and run.

That's standard Tac Terminators which no one takes, what about Terminators with lightning claws, or power mauls? It only gets worse. What about the losses those ruststalkers take getting into combat. Fast as they are, they are gonna take some fire like any 200pt assault unit with T3 and a 4+ save will.

Bring infilatrators and get the -1WS debuff and things get a little better. Also the infiltrators can bring their own shooting and attacks to the fore, but then you are investing twice as many points. Most things can win with twice as many points.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Pewling Menial






Dam (don't have rulebook on me), still has some potential if they have their warlord near by with the trait that give them rerolls on leadership (have to be lucky!). They do have a 6+ invun (won't do much but at least it is there) and there is the upgrade for the serg to have a 4+ invun so you could try and stick him upfront to try and soak up some wounds with his upgrade. But I will agree that you if there are lighting claws you will want to be careful of who you target.

Now with there speed I would be wanting to move them into cover and flank as it would be stupid moving them in the open and try and get a 4+ cover save. Also infiltrators are 200 roughly and Ruststalkers are about 160 so the upgrade isn't that big and that is with some upgrades on them.

Although they may not be the most effective on MEQ lists (still wouldn't want them hanging around) I would say they are most effective on Orks and Tyranids with the high number of attacks. This being said I would say their role is not upfront close combat killing like terminators do but more focusing on the weak with their speed going through difficult terrain and chasing down units and that they are a much more tactical unit than others.

"Baneblade, For when you're finally sick of holding the line." Anomalous.

369th Mars Tank Company: 4000pts
Adeptus Mechanicus: 46th Expedition Team: 500pts
Cydonia Crusade: 2000pts

Here is my Imperial Guard Armoured Regiment Project/Blog http://www.dakkadakka.com/dakkaforum/posts/list/608933.page 
   
Made in us
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One thing that I think is worth noting is their non-combat role. They are fast, sure they aren't Eldar jetbikes, but they are fast in an edition that favors mobility. With the 9 inch move, +3 to run, and buffs that allow for moving through terrain more easily they can make for decent objective grabbers, and aren't all that expensive. Might be able to compete with a SM bike squad, might not. Infiltrate on the infiltrators helps a bit with this too. I really don't think these guys shine with simply charging into combat to kill things. They feel like more of fast utility guys, they really cannot take much punishment. Maybe those players trying to use MSU fast objective scoring units like small podded marine squads, scouts, and even jetbikes if they move too close is the main target for these units.

This message was edited 1 time. Last update was at 2015/04/06 19:08:32


 
   
Made in gb
Pewling Menial






I think you are right in the fact that we are looking with a very narrow view of them and that we need to see each unit as a whole and that is an extremely good point about them being quick objective holders. Good with holding their own against non-combat orientated units but that they shine better as a quick objective holder, Infiltrators are going to be better than Ruststalkers due to having a range attack.

"Baneblade, For when you're finally sick of holding the line." Anomalous.

369th Mars Tank Company: 4000pts
Adeptus Mechanicus: 46th Expedition Team: 500pts
Cydonia Crusade: 2000pts

Here is my Imperial Guard Armoured Regiment Project/Blog http://www.dakkadakka.com/dakkaforum/posts/list/608933.page 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 TanksForTheWin wrote:
I think you are right in the fact that we are looking with a very narrow view of them and that we need to see each unit as a whole and that is an extremely good point about them being quick objective holders. Good with holding their own against non-combat orientated units but that they shine better as a quick objective holder, Infiltrators are going to be better than Ruststalkers due to having a range attack.


I think their combat use might be limited to going after shooty units, like devistators.

The Ruststalkers have haywire grenades and they are cheaper. Not a total win for the infiltrators.

Im going to run 5 of each for gaks and giggles. Gives me the option of running them together and trying to accomplish something or sending them up as a distraction. I dont expect much though. 10T3 4+/6++/5+ FNP wounds wont get you far, I played DE and know all too well.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Toronto

I think they need some of Forge World's units for the assault.

Adepta Sororitas: 3,800 Points
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Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
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 Exergy wrote:
The army has a ton of weaknesses, but makes a good ally choice.

Skitarii have lackluster long ranged anti tank, and needs to close to do damage
Skitarii have lackluster long ranged anti infantry and need to close to do damage, although they can take pot shots with rangers, mighty inefficient for AP4 bolters.
Skitarii lack decent combat units. The rustalkers wont be around long enough to get AP2 on all hits. Any decent combat unit will wipe the floor with them.
The army lacks staying power and is particularly vulnerable to Str6 AP4, even worse with ignores cover. There is a lot of Str6 AP4 going around in this meta.

The army wants to close into midrange but then needs to stay at arms length lest they get swept in combat.


I wouldn't necessarily say that Skitarii have lackluster long-range anti-armor, as Neutron Lasers are 48" S10/AP1, which is quite nice.

 Exergy wrote:
 TanksForTheWin wrote:
I think you are right in the fact that we are looking with a very narrow view of them and that we need to see each unit as a whole and that is an extremely good point about them being quick objective holders. Good with holding their own against non-combat orientated units but that they shine better as a quick objective holder, Infiltrators are going to be better than Ruststalkers due to having a range attack.


I think their combat use might be limited to going after shooty units, like devistators.

The Ruststalkers have haywire grenades and they are cheaper. Not a total win for the infiltrators.

Im going to run 5 of each for gaks and giggles. Gives me the option of running them together and trying to accomplish something or sending them up as a distraction. I dont expect much though. 10T3 4+/6++/5+ FNP wounds wont get you far, I played DE and know all too well.


Infiltrators should actually be trying to generally stay out of combat, so that their mobility can be used to get their debuff aura into the best place to debuff things. Ruststalkers also have a great potential for a Turn 2 charge against a vehicle that they will wreck. Infiltrators can actually pull of a similar trick if armed with Taser Goads (mass S6 strikes will wreck AV10 rear armor pretty quickly), but Ruststalkers can crack anything with AV12 rear armor or better, thanks to Haywire grenades.

TBH it's starting to look like Ruststalkers actually look a little bit poorer; Infiltrators with Taser Goads can pretty reliably murderize backfield heavy weapon units, even if they can't charge at initiative through cover, plus Infiltrators can, well, Infiltrate up the board. There aren't a lot of vehicles that the big pile of S6 strikes won't kill, and most of them are Walkers, which you probably don't want Infiltrators in combat with anyways.
   
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I think the skitarii work best as a flanking army
Combine that with creed's tactical genius (or is it now an AM/IG warlord trait?)
And you have a winner
Have a pack of dragoons come in from behind the enemy wouldbe VERY distracting
Or ruststalkers with the haywire grenades
   
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Beijing, China

Whiskey144 wrote:
 Exergy wrote:
The army has a ton of weaknesses, but makes a good ally choice.

Skitarii have lackluster long ranged anti tank, and needs to close to do damage
Skitarii have lackluster long ranged anti infantry and need to close to do damage, although they can take pot shots with rangers, mighty inefficient for AP4 bolters.
Skitarii lack decent combat units. The rustalkers wont be around long enough to get AP2 on all hits. Any decent combat unit will wipe the floor with them.
The army lacks staying power and is particularly vulnerable to Str6 AP4, even worse with ignores cover. There is a lot of Str6 AP4 going around in this meta.

The army wants to close into midrange but then needs to stay at arms length lest they get swept in combat.


I wouldn't necessarily say that Skitarii have lackluster long-range anti-armor, as Neutron Lasers are 48" S10/AP1, which is quite nice.


yes, a S10 AP1 blast that always hits sounds really nice. I'm waiting to see that it actually exists and how much it costs before passing judgement on it. I imagine it will be expensive.


Automatically Appended Next Post:
Whiskey144 wrote:


 Exergy wrote:
 TanksForTheWin wrote:
I think you are right in the fact that we are looking with a very narrow view of them and that we need to see each unit as a whole and that is an extremely good point about them being quick objective holders. Good with holding their own against non-combat orientated units but that they shine better as a quick objective holder, Infiltrators are going to be better than Ruststalkers due to having a range attack.


I think their combat use might be limited to going after shooty units, like devistators.

The Ruststalkers have haywire grenades and they are cheaper. Not a total win for the infiltrators.

Im going to run 5 of each for gaks and giggles. Gives me the option of running them together and trying to accomplish something or sending them up as a distraction. I dont expect much though. 10T3 4+/6++/5+ FNP wounds wont get you far, I played DE and know all too well.


Infiltrators should actually be trying to generally stay out of combat, so that their mobility can be used to get their debuff aura into the best place to debuff things. Ruststalkers also have a great potential for a Turn 2 charge against a vehicle that they will wreck. Infiltrators can actually pull of a similar trick if armed with Taser Goads (mass S6 strikes will wreck AV10 rear armor pretty quickly), but Ruststalkers can crack anything with AV12 rear armor or better, thanks to Haywire grenades.

TBH it's starting to look like Ruststalkers actually look a little bit poorer; Infiltrators with Taser Goads can pretty reliably murderize backfield heavy weapon units, even if they can't charge at initiative through cover, plus Infiltrators can, well, Infiltrate up the board. There aren't a lot of vehicles that the big pile of S6 strikes won't kill, and most of them are Walkers, which you probably don't want Infiltrators in combat with anyways.


yeah I think the infiltrators are better, those taser goads are really nice. Still effective in CC even if you are using +BS -WS. Lots of attacks with the pistol and the charge and hopefully murder things. The Ruststalkers are the ones that look lackluster for me, but I was just saying they both seem to have their place.

This message was edited 1 time. Last update was at 2015/04/08 12:40:06


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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 Exergy wrote:
Whiskey144 wrote:
 Exergy wrote:
The army has a ton of weaknesses, but makes a good ally choice.

Skitarii have lackluster long ranged anti tank, and needs to close to do damage
Skitarii have lackluster long ranged anti infantry and need to close to do damage, although they can take pot shots with rangers, mighty inefficient for AP4 bolters.
Skitarii lack decent combat units. The rustalkers wont be around long enough to get AP2 on all hits. Any decent combat unit will wipe the floor with them.
The army lacks staying power and is particularly vulnerable to Str6 AP4, even worse with ignores cover. There is a lot of Str6 AP4 going around in this meta.

The army wants to close into midrange but then needs to stay at arms length lest they get swept in combat.


I wouldn't necessarily say that Skitarii have lackluster long-range anti-armor, as Neutron Lasers are 48" S10/AP1, which is quite nice.


yes, a S10 AP1 blast that always hits sounds really nice. I'm waiting to see that it actually exists and how much it costs before passing judgement on it. I imagine it will be expensive.


Automatically Appended Next Post:
Whiskey144 wrote:


 Exergy wrote:
 TanksForTheWin wrote:
I think you are right in the fact that we are looking with a very narrow view of them and that we need to see each unit as a whole and that is an extremely good point about them being quick objective holders. Good with holding their own against non-combat orientated units but that they shine better as a quick objective holder, Infiltrators are going to be better than Ruststalkers due to having a range attack.


I think their combat use might be limited to going after shooty units, like devistators.

The Ruststalkers have haywire grenades and they are cheaper. Not a total win for the infiltrators.

Im going to run 5 of each for gaks and giggles. Gives me the option of running them together and trying to accomplish something or sending them up as a distraction. I dont expect much though. 10T3 4+/6++/5+ FNP wounds wont get you far, I played DE and know all too well.


Infiltrators should actually be trying to generally stay out of combat, so that their mobility can be used to get their debuff aura into the best place to debuff things. Ruststalkers also have a great potential for a Turn 2 charge against a vehicle that they will wreck. Infiltrators can actually pull of a similar trick if armed with Taser Goads (mass S6 strikes will wreck AV10 rear armor pretty quickly), but Ruststalkers can crack anything with AV12 rear armor or better, thanks to Haywire grenades.

TBH it's starting to look like Ruststalkers actually look a little bit poorer; Infiltrators with Taser Goads can pretty reliably murderize backfield heavy weapon units, even if they can't charge at initiative through cover, plus Infiltrators can, well, Infiltrate up the board. There aren't a lot of vehicles that the big pile of S6 strikes won't kill, and most of them are Walkers, which you probably don't want Infiltrators in combat with anyways.


yeah I think the infiltrators are better, those taser goads are really nice. Still effective in CC even if you are using +BS -WS. Lots of attacks with the pistol and the charge and hopefully murder things. The Ruststalkers are the ones that look lackluster for me, but I was just saying they both seem to have their place.


Hope this is allowed, dont want to get in trouble.
[Thumb - spider tank.jpg]


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Longtime Dakkanaut






Toronto

That['s really nice to know. I just want to know if it is worth the points to buy in a Skitarii allied detachment.


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Well, they are pretty strong. in durability I mean. And the weapons seem good (in name).

This message was edited 1 time. Last update was at 2015/04/08 21:43:25


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Longtime Dakkanaut






Toronto

For the new Dex, does it specify if the army has an HQ or not? Or is it select a character and *poof* HQ!!!

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Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
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Slaaneshi Daemons: 3,800 Points
 
   
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lliu wrote:
For the new Dex, does it specify if the army has an HQ or not? Or is it select a character and *poof* HQ!!!


Neither. They have no HQ.
   
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Tunneling Trygon





Bradley Beach, NJ

 Unit1126PLL wrote:
lliu wrote:
For the new Dex, does it specify if the army has an HQ or not? Or is it select a character and *poof* HQ!!!


Neither. They have no HQ.


Really? What's their force-org chart? Are they forced to be played unbound?

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Decrepit Dakkanaut






Springfield, VA

 Squidmanlolz wrote:
 Unit1126PLL wrote:
lliu wrote:
For the new Dex, does it specify if the army has an HQ or not? Or is it select a character and *poof* HQ!!!


Neither. They have no HQ.


Really? What's their force-org chart? Are they forced to be played unbound?


Their detachment chart is in their Codex, and it does not have an HQ option. The only mandatory units are two Troops.
   
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It makes sense with the fluff presented in the White Dwarf and Codex about how the Mechanicus works. They don't want to put their Magos/Tech Priest commanders in harms way when they could easily command remotely.

I don't see having No HQ as a detriment for them. In a fluff point of view, I never like putting my Commandig Officers in te Line of Fire.

My Ork Warboss has actually never appeared In a game. Otherwise if he died the entire Waaagh would collapse based on the fluff.
   
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UK

DontEatRawHagis wrote:
It makes sense with the fluff presented in the White Dwarf and Codex about how the Mechanicus works. They don't want to put their Magos/Tech Priest commanders in harms way when they could easily command remotely.

I don't see having No HQ as a detriment for them. In a fluff point of view, I never like putting my Commandig Officers in te Line of Fire.

My Ork Warboss has actually never appeared In a game. Otherwise if he died the entire Waaagh would collapse based on the fluff.


Although several pics in the Codex do in fact have a Tech Priest leading from the front I think its a wasted opportunity.

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DontEatRawHagis wrote:
It makes sense with the fluff presented in the White Dwarf and Codex about how the Mechanicus works. They don't want to put their Magos/Tech Priest commanders in harms way when they could easily command remotely.

I don't see having No HQ as a detriment for them. In a fluff point of view, I never like putting my Commandig Officers in te Line of Fire.

My Ork Warboss has actually never appeared In a game. Otherwise if he died the entire Waaagh would collapse based on the fluff.

This is what I was saying about in the N&R thread about how it is like YOU are the magos controlling your forces from afar
Coming in two weeks, magos robes and masks to make yourself in to the HQ!

 
   
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Toronto

It actually really makes sense! This is a really good FOC fluff thing.

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Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
 
   
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Servoarm Flailing Magos






Metalica

The only downside is that a skitarii can never get objective secured, as they can never provide the HQ necessary to complete the detachments in the BRB

 
   
 
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