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Infiltrators vs Incursors?


geektom

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Hey all, getting used to 9th edition and Primaris- little surprised to no longer find Scouts a Troop choice.

 

for Troop choice, which do you prefer, Infiltrators or Incursors?

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For very small tables/games, infiltrators as 12" bubble can force opponent to jam up tight in their deployment zone. For medium or large games, incursors as the -1ap in melee and ignore cover gels well with a unit that nabs an objective and stays still shooting things until charged. 

so would you deploy your Infiltrators relatively early to force your opponent to adjust how they deploy? I didn’t think about that, but it makes sense. A 5 man squad enough?

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I am leaning in favour of Infiltrators at the moment, largely due to the Omni-scrambler and Helix gauntlet. Chuck smoke grenades on them to weaken incoming fire (or even THP in an emergency) and you have a unit that your opponent will have to dedicate disproportionate resources to removing.

 

Incursors do not quite do it for me in the same way. While AP-1 is handy sometimes, you can get a similar overall effect but putting a power sword on an Intercessor sergeant and Intercessors get better guns. You lose the forward deployment but Marines have several ways of getting about. Deploying Incursors forward often just invites them to die first.

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so would you deploy your Infiltrators relatively early to force your opponent to adjust how they deploy? I didn’t think about that, but it makes sense. A 5 man squad enough?

I think 5 is enough. More makes you vulnerable to blast. If you want more, I would buy a second squad as you can then get a 2nd Helix gauntlet and deploy them cover different parts of the battlefield. I think Infiltrators a definitely a squad to run at minimum strength.

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For very small tables/games, infiltrators as 12" bubble can force opponent to jam up tight in their deployment zone. For medium or large games, incursors as the -1ap in melee and ignore cover gels well with a unit that nabs an objective and stays still shooting things until charged. 

so would you deploy your Infiltrators relatively early to force your opponent to adjust how they deploy? I didn’t think about that, but it makes sense. A 5 man squad enough?

 

Generally yes. Carefully positions and spaced slightly apart to maximise the size of the circle/oval generated by the at 12" denial ability. You can use WL traits or RG shenanigans to recall them before the first battle round. That can be kind of cool, make them jam up, then if you don't get to go first, pull them back out of harms way :) Important thing is that incursors can do similar things.  

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I am leaning in favour of Infiltrators at the moment, largely due to the Omni-scrambler and Helix gauntlet. Chuck smoke grenades on them to weaken incoming fire (or even THP in an emergency) and you have a unit that your opponent will have to dedicate disproportionate resources to removing.

 

Incursors do not quite do it for me in the same way. While AP-1 is handy sometimes, you can get a similar overall effect but putting a power sword on an Intercessor sergeant and Intercessors get better guns. You lose the forward deployment but Marines have several ways of getting about. Deploying Incursors forward often just invites them to die first.

I generally feel this way to Incursors.

 

You want melee you can go elsewhere or just add a decent weapon to the Sergeants of your Intercessors or just take Assault Intercessors.

 

Infiltrators provide an area denial to the battlefield which is pretty powerful in some games.

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I am leaning in favour of Infiltrators at the moment, largely due to the Omni-scrambler and Helix gauntlet. Chuck smoke grenades on them to weaken incoming fire (or even THP in an emergency) and you have a unit that your opponent will have to dedicate disproportionate resources to removing.

 

Incursors do not quite do it for me in the same way. While AP-1 is handy sometimes, you can get a similar overall effect but putting a power sword on an Intercessor sergeant and Intercessors get better guns. You lose the forward deployment but Marines have several ways of getting about. Deploying Incursors forward often just invites them to die first.

 

I favour a mix of the two, infiltrators omni scrambler is amazeballs. gives you board control in objective games... 

 

Incursors are a good all round piece, better combat ap. the guns ignoring cover are great for taking out enemy eliminators and snipers.. against elims your essentially getting ap-2.

 

In a balanced force youd want a couple of 5 man infiltrators, an incursor unit or two and a couple beefy units of intercessors

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The infiltration part is important for Incursors, no doubt about it. They definitely get mileage as some competitive players do take them.

 

Of course that is a specific build but it can work nicely in our objectives based edition.

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In modelling terms, I built mine as Infiltrators armed with knives, I just preferred the look of the infiltrator helmets. However, I play them as both, but consistently as one or the other in a game to make it easier for my opponent to know what they're facing.

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Edited by Brother Adelard
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I really like that there is no one right way, and each troops choice offers you something different

yes! Now that I am getting to know all the Primaris options, I feel this way about a lot of them. Aside from cool new models, man, we have so many ways to build an army now. It is awesome.

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I really like that there is no one right way, and each troops choice offers you something different

We are blessed that there are very few options in the Codex that are a total waste of points.

 

For many, Incursors do little. For some, like the old days of Scouts, they are game winners.

 

Just depends on your style, your list and the way you choose to win.

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Infiltrators and Incursors do feel like defensive and offensive versions of the same concept. The difference is that I feel it is easier to leverage the Infiltrators' defensive capabilities than the Incursors' offensive ones. Not that I am saying it is impossible. I am sure there are people who get good mileage out of their Incursors.

 

For me though, I want my Troops to concentrate on holding Objectives which is why I lean towards Infiltrators. My specialist units are the ones I rely on to press my attacks on the enemy. For me, Incursors are not hitty enough or durable enough to spearhead an attack. I feel there is the risk of them being destroyed for too little gain.

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I am kinda looking at Incursors as a disruption force.  You run them up close for an intentionally suicidal first turn charge and let them die to get your opponent to stutter step for a turn while you rack up a few Victory points for two turns instead of one.

That's not a bad idea, especially for Chapters like BAs and SWs who hit just a little bit harder in melee. For around 100 points, it is not a bad wrench to throw in your opponent's works. :smile.:

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I think one box could allow you to build 5 of each. Probably the best way to start, but if you want big units don't let me hold you back!

well, that would be excellent! There is enough for 2 sgts?

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