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I'm running a primaris brigade currently and my troops section has 3 5 man intercessor squads.

 

I keep flip flopping between 3 5 man infiltrator squads and 3 incursor squads for the other slots.

 

3 units of incursors cover a lot of board for deep strike screening, is the advantage of the infiltrators that big? am i missing a trick with the cheaper units, even though i'm not always aggressive with them to take advantage of the combat blades?

 

EDIt: I should add that the difference between infiltrators and phobos LT (for comms) and incursors and regular LT gets me a third suppressor unit

Edited by Riddlesworth

Infiltrators are expensive. Overall, I like Incursors for the cheaper cost, CC potential with certain traits (whirlwind of rage), first turn charges and their mines can be handy. Also, being unaffected by To Hit modifiers is a big boon versus many armies.

 

The two areas where I like Infiltrators over their choppier kin are to screen out Deep Striking CC threats and as a fluffy choice for Iron Snakes or Red Scorpions (squad apothecaries).

It's also how competitive you want to be with it. Now GSC aren't in anyone's good graces and daemons are hardcountered by GK and Orks are sort of middling but infiltrators shut down some armies hard. I'd argue too hard for casual play, if I'd show up with a infiltrator heavy army to a FLGS and face off against GSC I'd just feel terrible TBH

Personally I like incursors better since they are a slightly bigger threat on the board and the mine could be used in some fun ways, but infiltrators help shore up such a defensive weakspot against certain armies that they should be regarded as better IMO.

I mix both.

I ran 2 5 man Incurser squads, and 1 maxed out Infiltrator squad. Board presence and deep strike denial. Played a double battalion 1 Tacticus armor based 1 Phobos armor based.

The infiltrators had a comm guy and did the business, my Phobos Lt and Cpt were parked on an objective with some Las Fusil Eliminators.

Parking the Infiltrators, Incursers and a Warsuit on my opponent's right flank, and going first was a serious pressure move.

Squeaked out a win.

Infiltrators can get comms so they get the benefit of the captain and lieutenant re-rolls as long as their phobos captain and lieutenant are on the filed. This gives you a lot of flexibility regarding where you place them. I often send mind off into the rear to give their benefits to the thunderfire cannons and whirlwind scorpius. I am essentially getting the supporting benefit of two captains and two lieutenants. Combined with their deep strike denial and autowounding on a 6 to hit boltgun and I rather like infiltrators.
 

It often depends on your meta. If your meta is filthy with negative modifiers and altered ballistic skills then I think Incursors are amazing.

What are people's thoughts on the Helix Adept? Useful ever or waste of points?

He is a 10-point upgrade. To make those points back, he only needs to heal one wound or resurrect a single model over the course of the battle. Anything on top of that is a bonus. If the squad gets hit by something nasty and wiped out in one go, sure his points will be wasted but between THP and 10 wounds, even a min-sized squad will take effort to insta-gib if in cover. Don't forget that Infiltrators are Troops so if you are playing an Objectives game, keeping them alive that little but longer can be very helpful.

 

I would say he is worth it if you have the points to spare but I would not skimp on important upgrades elsewhere just to afford him.

I have been testing my ITC list by running 2x 5 man incursor with haywire and 2x 5 man infiltrator squads.

 

Both have been pretty decent. 

 

With the new secondary missions updated getting the bonus point with these guys is pretty easy. 

 

Both are good screens against deepstrikers

 

With smoke grenades they are a bit harder to dislodge.  I normally pop smoke if I get first turn when needed.

 

Incursors: With the haywire mine it does help keep some lone wolves from taking or denying objectives.  If anything it makes them think twice and if they opt to set it off then at least you get a few wounds off.  Shooting with no modifiers to hit is a big help as well against things like RG and Aeldari/Harlequin tricks. The knives should also net you 2 to 3 extra hits in a 5 man squad.

 

Infiltrators:  A bit more expensive but the Omni scramblers are a god send to keep thing from deepstriking within double tap or charge range. Great against RG, White scars, Blood Angels, GSC, Grey knights, Thousand sons, Orks etc etc. 

Remember that unmodified 6s when shooting always hit and always wound.  That can increase your damage output on tough things.  You essentially get two chance to score wounds,  once when roll to hit and once when you roll to wound.   

 

I like a combination of both rather than one over the other.

Just last night I played an ITC practice mission against a Necron player who was counting on his Deceiver to redeploy before first turn.  He had first turn so I was able to deploy to mitigate that with my troop placement and choosing Hammer and Anvil from my two rolls.

 

The two Incursors and two Infiltrators units managed to cover most of my side of the table which disrupted his plan of attack (which was redploy as close as he could with the deceiver and three units to create firing lanes and get to my artillery castle.  Having both units and access to their respective weapons really helped me tactically as I could target his tougher units with the Infiltrators (hits of 6 auto wound) or units that were hard to hit would be targeted by the Incursors.  Have one of each supporting each other is not too bad as far as obsec troops are concerned.

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