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sicarians (especially Infiltrators) in the current meta


BolterZorro

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Judging by their performance in battle reports, Infiltrators seem useful but unreliable. Ruststalkers seem hilariously inept.

Problem, we don't even see them (or I didn't ;-) ). Second problem, so few gamers are actually playing mecha which sadly, under represented, do badly in tourneys... :-(

And the bonus: no particular synergy with IK . sooooooooooo sad

I adore my  Sicarans , they actually fare very well in most games, consider them fragile shock troops... you dont hear about them as much because people in the meta are obsessed with electro priests rather than these boys  but in my opinion these guys can be just as good if not better against the right type of Foe

 

Of the 2 variants, you can take Rustalkers and Infiltrators ...  each with 2 different loadouts.

Rustalkers, with either loadout, take a hard pass as much as adore my team of them ; Without  clear  delivery method or any ranged attacks they are just too squishy , they die running across the field,  toughness 3, 2 wounds and 4 up save just aren't " good enough to survive the chaff firepower that will be thrown at them.  i've also tred  using them as a counterattack unit but sadly when they do make a charge they can't take a weapon which is either strong enough or has enough ap ... to do any damage , Right now they feel like Genestealers with no Punch.  Due to the way Chord weapons work you are fishing for 6's to wound to get a few mortal wounds in  and unlike oh taser weapons we cant buff the chance. Futher more they can be awkward to use as you need to do 5 attacks with chordclaws and the rest with their basic weapons ... even if i could get all their attacks with chordclaws .... would i use them ....  over a hundred points of hoplites , Infiltrators of electro priests probably not ...  that's how underpowered they feel

 

Infiltrators   These guys are the better variant  of your Sicarian .... love or hate theDome-headed helmet  these Uzi-wielding ninjas kick ass ... while turn 1 deep strike took a serious hit in FAQ/beta rules where I stopped using them quite as much .... in favour of hoplites in a stygies Terrax  I can still see me running these guys especially as Mars or Ryza for re-rolls of one to wound in combat) ..  My prefered loadout is taser goads and Flechette blasters. 

 

The deep strike SUPRISE  25 - 50 shot  Wrath of mars blast from this unit is something to behold ...  and remember those uzis are pistols ... you can use them inside combat too, who wouldn't take a 5 shot pistol even if its only strength 3 ap -0  in combat the taser goads  explode into 3 hits on 6's ....  and the fact that Sicarians have the Skitarii keyword and as such you can use  them with the  add one  to hit rolls  in combat stratagem for 1 cp that you also use with dragoons  exploding on 5+s rather than 6's ... Sadly they aren't allowed to take a data tether to buff to 4's  but frankly... who cares  with that much ZAP .... Even when they lost an attack in the Ad mech Erratta these guys still do the business, 2 attacks each 3 for the Priceps  strength 6 these are premier killers in combat ... make even terminators fail saves when you make them role 20 of them ;-)

what size of unit do you suggest? I'd like to use them as:

- fast teleport to a point (first appearance) when needed in a scenario (to grab objo or finish kill something etc...)

- attack somewhere (teleport) to slow down my opponent or disturb/distrack him

- far objective grabber

- heavy hitter where needed when the circumstances allow it

 

all in all, suprise the opponent

I agree with Synthaside. Sicaran Infiltrators are mostly interesting to a Mars force, since they are in need of infiltrators/deep strikers - and the "Wrath of Mars" ability works well with a big unit that can generate a lot of hits. Kit them out with flachettes and tasers. If you want to use them that way, you'll want to max out the unit size.

Without "Wrath of Mars" they become a lot less useful, and should be kept as small and cheap skirmisher squads that are fast, can grab objectives - but are likely to die from a stiff breeze.

All in all two very different units, filling different roles for different lists.

Ruststalkers are the worst unit (besides the basic Servitors) in the Codex... unfortunately, because they look amazing.

 

Infiltrators, while not looking as cool as the Ruststalkers, do an amazing job.

Before the Terrax arrived they have been the only way to deep strike (appart from Lucio), so I took at least 5 with me every game to get a little flexibility. With the Uzis and the Taser Rule they are amazing at slaughtering horded. But the number of shots and hits combined with the S6 in CC will also cause some damage to more elite units.

Honestly, the never disappointed me, whether in bigger units or just 5 of them, you will most liekely get some mileage out of them.

I run 2 x 5 man squads of infiltrators in my stygies list. If i had the models id probably run a third.

 

Theyve always managed to make their points back either by killing light infantry/screens (or having weight of fire to kill a couple elites), or simply because they provide much needed late game deepstrike options for grabbing objectives.

 

can also see why they would hugely benefit from wrath of mars...but I've never used mars.

 

 

Ruststalkers as people have mentioned just arent good. No point taking over priests other than the models are waaaaay better.

On occasion, I have combined the two ,  I have two drills and I will Stygies them in full of hoplites, an inquisitor and a Priest with the Mask of never missing in combat.
Usually, this is enough to force an opponent to break their lines , move counterpuch r units to try and handle the threat and leave a  nice spot for 10 Infiltrators to arrive and cause havoc among the more squishy units , I've run them as mars but typically i cant afford to do so so if im taking my Knight support units.

 

That's , odd most events around my way don't put restrictions on forge world stuff ... I've been on the receiving end of a kicking from at Kitan, in a small 1250 local event  Hell at the Dutch GT I've been given permission to use my Non-GW Mantic Terrax along with my Forge world Terrax too.

I dont think Forge world " Codices have been allowed Eg the lost and the dammed or Renegades ... but Units sure as hell have ... after all, there are as many lemons in forgeworld as there are op units, and in my opinion, the drill is actually quite balanced ... unless you go Stygies with it 

Mwhahahhaahahah * laughs in binary *

That's , odd most events around my way don't put restrictions on forge world stuff ... I've been on the receiving end of a kicking from at Kitan, in a small 1250 local event  Hell at the Dutch GT I've been given permission to use my Non-GW Mantic Terrax along with my Forge world Terrax too.

 

I dont think Forge world " Codices have been allowed Eg the lost and the dammed or Renegades ... but Units sure as hell have ... after all, there are as many lemons in forgeworld as there are op units, and in my opinion, the drill is actually quite balanced ... unless you go Stygies with it 

 

Mwhahahhaahahah * laughs in binary *

 

So Stygies VIII infiltration for 1 CP. First turn units pile out, shoot/charge and drill does the same too?

 

Wow, never thought of that.

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