ductvader wrote:
DarknessEternal wrote:
Illumini wrote:Codex Inquisition puts a stop to reliable infiltrating tactics though, as all imperial factions and tau+eldar can stop it dead for 34pts
Are Infiltratrors dominating the scene so much where you are that every Imperial is going to start wasting points on servo-skulls? They already could do that, by the way, the Codex Inquisition doesn't change anything. Yet, no one did.
Exactly.
I don't know why its so popular all of a sudden?
GKs have had access to this forever and I haven't used one in about a year...but then again
GKs tend to like infiltrators coming at them.
Corndogs...thats about all that's scaring anybody for infiltrators.
GK`s have so much other stuff you want in your
HQ slots that normal inquisitors don`t make it. And it is not only infiltrators, it is the much more important scout moves, which with C:
SM has become very common. In addition, for armies like
IG, the access to divination is something you will pay an arm an a leg for, and then 9pts to make your blast weapons even more accurate and stop all those nasty scout and infiltrating units = the best deal in the century. You don`t even have to use up your valuable allies slot.
Saying C:I changes nothing is a statement lacking a lot of insight.
Turn 3 at best (could easily end up with turn 4 or 5 also) is not great for a fairly expensive pure close combat unit lacking in resiliency. There is value in outflanking a troop unit, but you are spending too many pts to just buy a scoring unit.
IMO, ymgarl are the way to play stealers at the moment.
Let`s hope they make them better again in the new codex.