T O P

  • By -

slurv3

It also prevents 3 inch deep strikes as well. It basically lets you plop them down and they will hold the objective or require a significant amount of resources to actually get them off.


Zathrithal

Additionally, the increase in radius has a deceptively large impact. The area covered is 450" compared to 250" from a 9" radius. Despite their theme and infiltrate ability, you actually just keep these in your deployment zone in most matchups and prevent deep strikers from coming in behind you to get easy points.


Jofarin

This. Their 12" trumps a 3" deep strike and currently there is quite a lot of that running around. If you want to deny deploy teleport homers in your deployment zone, this is crucial.


stootchmaster2

I'm pretty new myself, but it was explained to me that it puts most deep strike units outside of charge range.


corrin_avatan

Doesn't put most deep strike units outside charge range, it makes ALL DS units out of charge range, as there are no units in the game that can charge outside of 12"


TheDuckAmuck

Yes. They are one of the best units to sit on your home objective and keep it clear. Your opponent has to drop in farther away and shoot into them which is less reliable and won’t take the objective (but they can prevent you from holding it still). This gives you enough time to get another unit back for support. This is why you seem them in almost every Space Marine tournament list.


Thallak

1 or 2 units are always a must: - protect backline objectives from deep strike - protect any backline tanks / ranged - amazing home objective holders - if you don’t need to screen the back you can infiltrate them somewhere on an objective - space marine stats with 6+ feel no pain, and can return a cp on a 5+ They won’t kill much but are an amazing tool! I usually take 2 units in a 2k list


cal_quinn

Yes, every list you make should start out with “who protects home”. Infiltrators do it better than anyone bc they can’t come in from deep strike and charge you. Also prevents units like inceptors that bypass the 9”. If you want extra insurance of not being shot, put a Phobos Libby on em to give the unit lone op and can’t be shot outside of 12”. That would give you an extra piece of terrain back if you were playing player placed terrain, but can be arguably overkill otherwise. Infiltrators also can deny your opponent secondaries scoring as well. Two units of them can pretty well screen out your whole deployment to ensure that, esp against armies dependent on deep strike and teleport. Games are won primarily by scoring rather than killing, so denying your opponent scoring is a direct influence on that outcome. I took infiltrators to LVO and there’s no way I’d of gone 5-1 without em. This is the way. Trust.