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That 3d6 charge range is misleading because he can only actually declare charges against units within 12". So yeah, he's got a great chance of making contact...but he's not going *over* the Scout screen to get the line units being screened so long as you've spaced everything properly.

 

Ohhh that is a interesting point I had forgot. Only being able to assault untils within 12". So, does that mean infiltrators prevent most things from being able to charge them at all after deep striking since their no deep strike bubble is 12"? That is pretty damn scary. Doesn't matter if you have extra charge range. You cannot target the infiltrators at all for a charge if you are deep striking in. One exception to this might be the new Grey Knights deep strike strat?

 

If this is the case and you are playing a shooty-based Marine list you can setup your army so zero units can deep strike onto your side of the board. That is pretty crazy!

 

Run 5-6 5-man units of Infiltrators. Sure is it expensive but holy hell. I think the Space Marines Codex + Supplements are strong enough right now to manage it. Block out 50%+ of the board. Force that opponent to deep strike on their side of the board. Granted, the enemy can just nuke the units it wants to clear bubbles. But it is an interesting way to avoid some alpha strikes.

 

Edit: This could work really good with the newish Dark Angels as well. +6" range giving them 30" range on bolters that auto wound on nat 6 to hit roll, reroll 1s if they didn't move. Very interesting indeed.

Edited by Aothaine

 

 

What’s the strat do

Allows them to deepstrike in up to 3" from enemy if I remember correctly.

3 or 5, yeah, something to that effect. But it specifically disallows charges. When it dropped in preview, a bunch of folks were all "hurr durr, useless!" because they lack imagination. I tried to set them straight but who knows.

Does it get past infiltrators?

Don't have the exact GK wording here, but usually - no.

 

These special rules (like the Mawloc) usually don't state that the unit can deep strike within a certain distance, but instead that it needs to stay away more than 3" from any unit.

Meaning it's more than 3" from regular units, and the ability from Infiltrators adds "more than 12" from that unit". Those two are not mutually exclusive, since more than 12" is also more than 3". But the other way around, more than 3" does not rule out the more than 12" requirement.

Filling up on Infiltrators is not recommended. Have 2 units or so but don't go all in on them - any more than 10 is going to hamstring your offensive capacity.

 

Just because Blood Angels can't charge out of Deepstrike doesn't mean they won't get to you fiendishly quickly anyway. Stopping a Blood Angels assault force with Infiltrators (or a list that spent crucial points on too many of them) is not going to be a recipe for success.

Just because Blood Angels can't charge out of Deepstrike doesn't mean they won't get to you fiendishly quickly anyway. Stopping a Blood Angels assault force with Infiltrators (or a list that spent crucial points on too many of them) is not going to be a recipe for success.

Agreed.

 

Infiltrators are damn expensive, useless except for their ability, and quite often that ability doesn't actually come into play. Or the one squad covering the crucial target gets shot off the field - they're regular primaris after all. And BA are still damn fast - if they get first turn, Forlorn Fury will make deep strike irrelevant.

Filling up on Infiltrators is not recommended. Have 2 units or so but don't go all in on them - any more than 10 is going to hamstring your offensive capacity.

 

Just because Blood Angels can't charge out of Deepstrike doesn't mean they won't get to you fiendishly quickly anyway. Stopping a Blood Angels assault force with Infiltrators (or a list that spent crucial points on too many of them) is not going to be a recipe for success.

 

 

Hell, if they go 2nd they'll still stand a great chance of getting into you. Mephiston alone can reach your lines in a turn without even worrying about waiting until turn 2.

 

 

Fair statements both here. Blood Angels do get to go where they want regardless of deep striking. Also, running more than two 5-man squads might be a bad idea depending on the list you're running for sure. 

 

Still though. Interesting that there is a unit now that can completely prevent assaults from units that just came into play via deep strike. I think it will be very important when list building and deciding targets on first turn if you have units that deep strike.

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