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Infiltrators v Incursors


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The ultra strat/Phobos wl trait are a pretty big gamble if you deploy super aggressive since if you redeploy, they have to move back to your deployment zone. That gives up the mid-field for turn one pods, though I guess if you advance them they can be back in position to deny t2 deep strikes.
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I don’t see how the trait is a gamble. Deploying without it is, clearly.

 

I plan to bring eliminators too. If I’m first I’ll use the trait to redeploy them where they have LoS on something. So I’ll always have someone to use the trait on. But who should take it?

 

I actually think that trait is good enough to warrant bringing a Phobos character. I’m just not sure which one. They librarian might be a good option as he could get on with dropping his various smite-type-things straight away.

 

I’m not a fan of the captain, though he is a very survivable warlord. The two lieutenant options both seem pretty bad and it’s unclear why they cost 10 points more than a normal LT before equipment.

 

Anyway I don’t think the comms thing is worth it for infiltrators. You’re not buying them for their shooting and in effect it adds 2ppm to the unit. You’d obviously buy this upgrade in a second for hellblasters or inceptors bitno kit bashing will be tolerated.

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I can see the comms thing being fantastic if you're devoting a ton of points toward Infiltrators in a big Vanguard force. I'm also a fan of the Captain as a pretty durable and deadly character sniping warlord. I'm just not thrilled with the LTs as they don't really seem to fit in well. Their rules are certainly all over the place... Edited by Lemondish
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If you go to an event I don't think you can leave them out of a list.

 

Now that Astartes want to be mono faction we won't have disposable screening unit. The Infiltrators offer a substantial defence.

 

Over the course of 3-5 games you will most likely face such a list.

I don't know if it's a given that marines want to go mono fraction. Doctrines are strong and will benefit people who don't ally but that doesn't mean that they provide a bigger benefit than some allies do. Adding in knights or a cp battery may provide more benefits for certain lists.

 

Having buffs based on opportunity cost is uncharted territory for GW which IMO is exciting. The drawback is that it isn't tied to points so it's easy to jump to conclusions.

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It boils down to what you will be playing and your local meta. ITC? You probably will want Infiltrators. Hard to dislodge engineers, especially in magic boxes. Area denial being the biggest advantage. armies like GSC get neutered by this unit.

 

Ravenguard will be the biggest beneficiary of both units. smoke grenades and all.

 

Maybe your Phobos Libby needs an escort on the forward position?

 

I think both squads are very specialised but both bring something to the table.

 

That is the biggest issue with the Codex. So many choices....

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A very quick and simple way to put it as one of my fellow gamers at my store put it when comparing these 2 units:

 

* Incursor Squad: Literally the new Primaris version of Scouts.

 

* Infiltrators: Basically a Primaris Scout Squad that has been upgraded with Specialist Equipment.

 

Might be a very simplified way to describe both of these units but I think it personally fits to a certain degree.

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I guess you can look at it that way but to be honest there's no direct read-across, either in fluff or function. There never really has been for Primaris stuff compared to oldmarines. 

 

Incursors seem to be intended for actual fighting, which scouts haven't ever particularly excelled at. In universe they seem to just be better reivers, with a decent gun, skill at infiltration and no ridiculous novelty halloween masks.

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I took 3x5 units of infiltrators with comms, Capt. and Lt. last night.

 

Game one vs Eldar they did little more than take up board space. Opponent called it quits after T1, so they didn't get a chance to do anything else.

 

Game two vs Grey Knights they totally shut down all of his tricks. He never cast gate, as it wouldn't allow him to move closer, and the three units owned the entire midfield.

 

I ran them as UM successors with stealthy and master artisans. T1 his dreadknight shot at a unit. Thanks to cover save and transhuman physiology the unit took one wound.

 

At worst, they are more tanky sacouts, but if your opponent relies on any kind of deep strike shenanigans, they get massive value.

 

I can't really see a role for the incursors, but the infiltrators seem great.

Edited by Bluflash
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