Ailaros wrote:That said, there are two uses I could see. Firstly, infiltration allows you to deploy later. Don't use it to deploy upfield any more than you would otherwise, but rather use it to reinforce somewhere or correct deployment mistakes.
This. Deploying far up the field with T3/no save infantry is an excellent way to get them all killed immediately, since your opponent won't have any other good short-range targets to shoot and/or assault as they move towards the rest of your army. A +1 cover bonus helps a bit, but not enough to stop determined attempts to kill them, and even token bolter fire has a good chance of killing enough of the squad to make them useless. And of course since you've bought all of the most expensive weapon upgrades, your suicide squad is eating up a substantial part of your army's points.
What you'll usually end up doing is setting them up somewhere you could have deployed them normally, but once you've had a chance to see your opponent's deployment choices. And don't forget that in 6th edition you can infiltrate/outflank with your dedicated transport.
Harker's price is a bit steep for something that is only useful when you don't win first turn, but still...
I disagree with this. Add up the cost of getting camo cloaks and a heavy bolter and you're pretty close to Harker's points. Even if the doctrine upgrade isn't something you'd normally take at that cost, you're still not paying all that much to add a second heavy weapon to the squad and get the ability to infiltrate. It's far from an automatic choice to include Harker, but he's actually a pretty decent character.