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Made in au
Fresh-Faced New User





I have been thinking of running a Veteran squad with stonetooth harker, 3 plasma guns and a lascannon.
I'm thinking have them infiltrate in cover and hopefully get a 3+ save, and hold down the area, they won't kill an army but should be able to delay/scare enemy units until my platoon can setup in cover.
I'm wondering if anyone has used a vet squad like this and whether it preformed?
I play mostly against MEQ.

Lying Disused and Broken in a Box
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Made in us
Decrepit Dakkanaut





Vallejo, CA

I've never been all that impressed with infiltration. Every rules edition I give it a cursory try and then drop it right away. It generally just gets your squishy guys killed faster.

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. Harker's price is a bit steep for something that is only useful when you don't win first turn, but still...

The second is to use him to outflank. I wouldn't bother if you don't have a bunch of other backfield stuff, but if you do, then it might be worth a go. I'm starting to reconsider harker as a way of getting a squad of vets to help out my 30 stormtroopers, for example.


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 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.

This message was edited 1 time. Last update was at 2012/09/05 08:10:50


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Made in au
Fresh-Faced New User





Well I have heard that in 6th edition the camo cloaks stack with harker's stealth bonus, if that was true, most ruins would offer a 2+ cover save, that would make them very durable, especially if I won first turn and could blast near targets, that said, how would you guys use a unit like this?

This message was edited 1 time. Last update was at 2012/09/05 13:47:39


Lying Disused and Broken in a Box
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