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squads of infiltrators? good or bad with new charges?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




Are infiltrators better now? with the staying 18 away not in sight and the new charges being on average at least 1" better is there any real upside to using that to the advantage and starting even closer to your opponent?
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Infiltrators can't charge on the first player turn, so don't get any ideas. Also, keep in mind that you can only ever guarantee 2" on any charge, so it's not worth relying on the increase in potential distance.

The role of infiltrating, by and large, hasn't really changed. Shooty infiltrators tend to make better use of the ability, and function as much as area denial and late deployment as they have before. Assault-based infiltrators still suffer from the same drawbacks that made them questionable to use, but now you can't even guarantee a charge on turn 2, what with the random assault range.

This message was edited 1 time. Last update was at 2012/12/03 04:08:29


 
   
Made in us
Xeno-Hating Inquisitorial Excruciator






Just to add...when it says you cannot charge on turn 1, it means player 1 on the first turn. Player 2 on the first turn can charge.

It works where you take some scout units and infiltrate, scout move behind cover, and then maybe move around and charge.....

This message was edited 1 time. Last update was at 2012/12/03 22:43:06


40K RTT W/D/L 63/3/29
1 overall, 12 Best Sportsman, 3 Best Army, 5 Best Painting,1 Best Black Templars.
WFB RTT 0/0/6
1 Best Sportsman,1 Best Army 
   
Made in us
Lesser Daemon of Chaos






 KGatch113 wrote:

Just to add...when it says you cannot charge on turn 1, it means player 1 on the first turn. Player 2 on the first turn can charge.

Seriously? God damn, I might have to make me some Muties in that case.

I've played around with Huron's ability to do some Infiltrating (only really with C:CSM). Thousand Sons are amazing for Infiltration because their AP3 bolters can seriously damage MEQs, especially if you managed to snag the first turn. I like to stick ten of them in a Rhino so that if I'm not first turn, they have some survivability. Hop out and open fire the first chance they get. They're pretty awesome. Alternatively, I've also played around with moving Obliterators in close and using their vast array of weaponry to take out vehicles that might give me trouble in the future. 3 TL Lascannons or Multimeltas? Yes please.
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

xSPYXEx wrote:
 KGatch113 wrote:

Just to add...when it says you cannot charge on turn 1, it means player 1 on the first turn. Player 2 on the first turn can charge.

Seriously? God damn, I might have to make me some Muties in that case.

I've played around with Huron's ability to do some Infiltrating (only really with C:CSM). Thousand Sons are amazing for Infiltration because their AP3 bolters can seriously damage MEQs, especially if you managed to snag the first turn. I like to stick ten of them in a Rhino so that if I'm not first turn, they have some survivability. Hop out and open fire the first chance they get. They're pretty awesome. Alternatively, I've also played around with moving Obliterators in close and using their vast array of weaponry to take out vehicles that might give me trouble in the future. 3 TL Lascannons or Multimeltas? Yes please.


You should know the lascannons and multi-meltas are not TL.

   
 
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