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Made in gb
Hallowed Canoness





Between

It won't help much with the random transports, but I've seen that a bunch of people are worried about using Infiltrators, especially lonely ones like Stealth Suits and Assassins, because they're obvious First Bait.

What do we think about the idea of rolling to Seize the Initiative before deploying Infiltrators and moving Scouts in regards to this? It basically guarrantees that your infiltrators won't be caught flat-footed in a location that's awesome offensively but perhaps a little weak on the enemy's turn, for example.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
Slippery Ultramarine Scout Biker



Northampton

It would work better, but then so would abolishing seize the initiative.
   
Made in us
Gimlet-Eyed Inquisitorial Acolyte




Calixis Sector

Thematically I would let Infiltrators set up after the Seize the Initiative roll, but not scouts. Scouting is a risky reconnaissance operation that could prove disastrous. Infiltrating implies the use of stealth and avoiding enemy contact. Scouting is searching for the enemy while infiltrating is knowing where the enemy is.

Scout gets handed out to a lot more cheaper units than infiltrate does.

   
Made in us
Fixture of Dakka





San Jose, CA

No reward is without its risks. The whole point of getting the initiative seized is that it can bone you, infiltrators or not. So why should infiltrators and scouts have preferential treatment over the rest of your army? Why can't they be ambushed but the rest of your army can? You want the free, extra movement? That's fine. Just keep in mind that you can still get caught with your pants down just like the rest of the army. Otherwise, just infiltrate/scout somewhere that is safer in case they do steal the initiative.



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