For now, neither.
They both need a significant price drop to be viable.
It'd be fine if they were utility choices that did less damage than intercessors but cost similarly.
Instead they cost substantially more per model, for same durability, worse guns, and other than infiltrate, niche and circumstantial special rules.
They really suffer when you compare them to scouts though, as theyre just better than either choice.
You get nearly same number of wounds per pt, but in a better spread, and TWICE the offense.
And more versatile, as you have 2 squads of 5, which also gives you more cp.
At their current price, I'd expect at least ap-1 on their guns or something.
But as is they deliver close range nearly generic bolter fire in an army full of more of the same.
This has not been indicative of my experience since Shadowspear released.
Infiltrators have been my MVP too many times to count.
Because the offense isn't important. I do not need to maximize Bolter shots. What I need is a durable forward element that requires more attention to remove than is truly warranted for the immediate threat.
These 2 wound 3+ models (almost always 2+ because they're almost always in cover) have been significantly more durable and longer lasting for me than Scouts. Furthermore, where Infiltrators shine is against any army invested in early assault moves from repositioning tools. These are outfit denied by Infiltrators. Sure, scouts can also screen those threats, but only Infiltrators hard counter them. With scouts, you've still surrendered significant movement. With Infiltrators, you've turned off that movement. Thus, they need to be dealt with if the opponent wants to expand their control of the board. Scouts die like flies, but these guys need to be focused and that takes so much attention off things like Aggressors, Hellblasters, and Intercessors.
This has been a massive benefit against a variety of army builds for me and they've been well worth their points for providing early board control and screening. Now they're even scarier with Angels of Death. GSC, Orks, 1k Sons, Guard with drop plasma, plaguebearer spam (the Infiltrator durability helps me stop that horde midfield for several turns), and soon to be efficient against drop pods.
And aside from the Bolter shots (which I have no shortage of), this is all while doing what scouts do, but better.
I will not argue with point reductions because they ultimately make my army better without me having to do anything. I will say that my experience with these units already makes them valuable at their current point cost.
Edited by Lemondish, 22 August 2019 - 11:37 AM.