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Strategy: Infiltrators http://www.tacticalwargames.net/taccmd/viewtopic.php?f=12&t=26799 |
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Author: | Toco [ Mon Jan 27, 2014 3:10 pm ] |
Post subject: | Strategy: Infiltrators |
How to use Infiltrators to full effect? I struggle to find a good use for them. Any strategists who care to share their tactics with me? Are they only usefull to provide snap-firing by placing them far out in front of the parent detachment? Infilitrators like SM Scouts bring little firepower if only them are within range of the enemy... |
Author: | KTG17 [ Mon Feb 10, 2014 5:38 pm ] |
Post subject: | Re: Strategy: Infiltrators |
Yeah I dont think much of Infiltrators in Epic 40k. Its a wasted skill in my opinion unless you have an objective they can reach while the rest of the detachment focuses on something else. But if you send them way out, they can be isolated and jumped in CC or a firefight, and when they lose, and they probably will, then the whole detachment, regardless of its size, loses. My biggest hang up with Epic 40k is the dumb Firefight rule. Two detachments, regardless of size, opening up at close range, is only going to cause a single casualty between the two, forcing the loser to run off. Stupidest rule ever. Oh and maybe worse due to that skill Scouts costed more than Tactical Marines. Right. That being said, scouts accumulated in my bitz box until Epic A came out, and I made a detachment out of them as I was short on regular marines. :/ |
Author: | Toco [ Tue Mar 11, 2014 1:28 pm ] |
Post subject: | Re: Strategy: Infiltrators |
Thanks for sharing. I tend to feel the same way for Infiltrators, not much use for them. (But I do like 3rd edition because of the abstraction and simplicity. Not too much detail. I like that. But that's just a matter of taste. To each his own. The "running away" thing is more something like; we don't get into a superior force, we turn around and regroup...) |
Author: | KevinW [ Fri Jan 23, 2015 5:09 am ] |
Post subject: | Re: Strategy: Infiltrators |
Sorry for the thread necromancy, but I have found them useful for screening a more important unit or as a shield against fast-moving, close assault units. You purposefully put them out there to get jumped on and then counter punch (hopefully) with a second fast-moving assault/firefight heavy unit. I've used a gaggle of lictors to draw out a unit of five Bloodthirsters that way. If they are put in a larger unit, get firefought and break the unit then at least it's just the infiltrators and not your Ogryns/Aspect Warriors/Nobz/Terminators. Then hopefully you can rally and catch the assailant unit next turn. They are a lot like crumple zones in cars. |
Author: | Toco [ Fri Jan 23, 2015 1:20 pm ] |
Post subject: | Re: Strategy: Infiltrators |
KevinW wrote: Sorry for the thread necromancy, Never apologize for that. There's no such thing as thread necromany as long as the topic is not outdated or surpassed. Epic 3rd is still played as is. So never mind the OP date. KevinW wrote: but I have found them useful for screening a more important unit or as a shield against fast-moving, close assault units. You purposefully put them out there to get jumped on and then counter punch (hopefully) with a second fast-moving assault/firefight heavy unit. I've used a gaggle of lictors to draw out a unit of five Bloodthirsters that way. If they are put in a larger unit, get firefought and break the unit then at least it's just the infiltrators and not your Ogryns/Aspect Warriors/Nobz/Terminators. Then hopefully you can rally and catch the assailant unit next turn. They are a lot like crumple zones in cars. That's very usefull info. So, basically they're cannon fodder + a well thought out gamble for a retaliation. |
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