DaPino wrote:Skitarii are a textbook example of a glass cannon. They have got rather good equipment, but the guys they're on fold like wet paper in a tropical storm.
Most of the Skitarii army consists of T3 infantry, the only exceptions being an AV12 walker and two
AV 11 walkers (which are basicly the same, just different weapons).
I'll give you a quick rundown of the army and the most common equipment:
Army special rule:
The Skitarii's bread and butter, Doctrina imperatives. Basicly it lets you improve your armies
WS or
BS depending on the situation. Every turn you choose one effect out of 6 which can't be re-used. The effects are: +3BS/-2WS, +2BS/-1WS, +1BS, +1WS, +2WS/ -1BS, +3WS/-2BS.
More often than not you'll see people use +3BS/-2WS as their first turn sinnce first turn assaults are rare. This means the army will be shooting with BS7 on average. Deadly stuff.
Equipment
- Omnispex: gives -1 to cover saves
Special weapons
- 24" haywire gun
- 18" plasma gun with assault 3
- 60" armourbane sniper (nobody uses this, it costs a ton and is only Str4)
Troops:
Rangers: Come stock with 30" Str4 AP4 guns. Not bad, but most often overshadowe by their vanguard counterparts because of the damage they deal. Can bring up to 3 special weapons if taken in squads of 10
Vanguard: Each vanguard is equipped with a
str 3 AP5 assault 3 gun. Not that impressive you'd say, save for the fact that every 6 to wound equals two wounds and wounds regardless of toughness (so they can take down a wraithknight).
Can take up to 3 special weapons like the rangers. Most commonlyI take 2 squads, one with haywire guns, one with plasma guns.
Elite: Both of these units add 3" to all their moves (move, run and charge)
Infiltrators: As the name implies, they can infiltrate. Most commonly you'll see them with their pistol and taser lances. They have 2 wounds and
FNP, but the fact that they're only T3 negates that largely as 1 Str6 AP4 shot kills them instantly. On the charge, 5 of them have 21 attacks. On to hit rolls of 6, they get 2 EXTRA hits. On average, I manage more hits than attacks with them. They're
Str 6 so they'll make about 20 wounds on the turn they charge.
To top it of, they have an aura that reduces the
BS,
WS, I and
Ld of any enemy units withing 6" by 1. These guys will RIP AND TEAR just about anything they get into close combat with before it gets a chance to strike back unless the enemy is I6 or higher.
Ruststalkers
Same stats as the infiltrators. They lack the aura but are deadly in their own right. First round of combat, they're AP5, after that they're AP2. They've got haywire grenades and the sergeant can bring an haywire weapon. 5 of them will wreck just about any vehicle that's not a
SHV. They're only
Str 4 because they lack the tasers, but they've got furious charge.
Fast attack:
Dragoons:
One of the AV11 walkers. Always has a 5+ cover. Melee gear, str8 I6 on the charge (
Str 7 I3 after that). If they charge you're probably dead but the fact that they're AV11 and only have 2
HP makes it easy to deal with them before they're in range. They ad 3" to their movement just like the elites, so watch out because they're quicker than you'd expect.
Can be taken in squads of 5.
Heavy support
Ballustarii:
2nd AV11 walker, the shooty variant. Comes with cognis lascannon or cognis autcannon (means they'll snapshot at BS2). Not overly useful.
Onager dunecrawler:
The AV12 walker. Comes with a variety of weapon choices. One of them is a
Str 10 AP1 small blast, the other is a skyfire weapon with 3 different profiles it can all fire at once.