Ah the Infiltrators,
those troops sneaky and clever enough to crawl into a forward
position on the battlefield. They can be a tremendous advantage
or a waste of points depending on how you use them.
Deploying your Infiltrators is a very
subtle art, with many things to consider. Just because you
can place them close to the enemy doesn't
neccesarily mean you should. All infiltrators
are not created equal, and their battelfield role will largely
depend on how they are equipped.
the ability of certain troop types, often the Elites of
a given army, to sneak onto the battlefield ahead of the
main force. They set up in forward positions and offer fire
support, or launch raids into the enemy lines. An infiltrating
unit can cause all sorts of mayhem if used properly
To represent this ability, troops that
Infiltrate set up after the rest of your army.
They can deploy anywhere on the board that is 18" or
more from the enemy, or 12" if no enemy can draw line
of sight to them.
Being able to deploy
them after your opponent's entire army is on the table is
the most beneficial part of the Infiltrate ability.
They can be used to reinforce a weak point in your deployment,
or try and exploit a weak point in your opponent's deployment.
Infiltrators are very often lightly armored and should be
ideally deployed in a protected position. The first thing
to consider when determining where to deploy an infiltrating
unit is: What's it's job?
for fire support are usually armed with long range weapons
and placed in a spot with good fields of fire. By deploying
them last, after your opponent's army is on the board, you
should be able to get them into a prime spot with line of
sight to several enemy units.
Units with sniper weapons, like Eldar
Rangers, are especially useful in a fire support role. Most
players HATE pinning weapons, and will often alter their
route of advance rather than face down unit of snipers.
Just like the "Bullet
Magnet" tactic I talked about in the previous section,
the threat of snipers can be far more effective than their
actual performance. A well placed squad with sniper weapons
can disrupt your opponent's plans without firing a single
shot or being anywhere near the enemy. I've seen it happen.
That's psychological warfare at it's best.
Close Support Infiltrators
armed with short to medium range, high-strength weapons
can pose a big threat to vehicles and infantry alike. Imperial
Guard Veterans with meltaguns or plasma weapons fall into
this category nicely.
They can be sitting ducks if unsupported,
so it's not usually wise to deploy them too far away from
your line, unless you're using them as suicide troops to
disrupt your opponent's plans. This can be a risky tactic,
but I've seen Infiltrators with special weapons disrupt
an entire flank and throw a wrench in the other player's
Imperial Guard Veterans
Units like Genestealers
can be a nightmare if used properly. Close combat infiltrators
dropped into a blind spot in your enemy's deployment zone
will REALLY mess up his plans.
However, doing something like this will
mean the unit is unsupported by the rest of your army. The
Infiltrators will very likely get wiped out, no player worth
his salt will allow a unit like this to live for long. But
if you can cripple a unit and cause a turn or two of disruption,
they can buy time for the rest of your army to get into
You will have to consider
if it's worth it. Will they be able to cause enough damage
and mayhem to make them worth the investment? Units like
this MUST be deployed out of line of sight, as your opponent
will be dedicating a lot of firepower to take them out.
Cover saves alone will not cut it.
This is a catch-all category
that covers generalist units like Ork Kommandos and Space
Marine Scouts (without sniper rifles). These units can mount
a pretty effective assault by having a tooled up squad leader.
They can also play the Close Support role pretty well too
depending on what weapons they are armed with.
They are not quite as effective at any
one role as a specialist squad, but their ability to fill
a variety of tactical roles makes them a good choice. Their
flexibility means you can watch where your opponent deploys,
get an idea of what he's got planned, and then place your
infiltrators where you think they will be most effective.
Aside from the unit-specific battlefield roles listed above,
there are a few other tactics that infiltrators excel at.
These tactics are based on using the Infiltrate
ability, regardless of the role the unit was designed for.
If your opponent is using infiltrators as well, you can
use your infiltrators to minimize their effectiveness. For
example, both armies have been deployed and you notice there's
a nice patch of area terrain that your opponent can use
to get his infiltrators close to your line. If you win the
roll to deploy infiltrators first, stick your guys into
that terrain to keep your opponent from doing it to you.
If you don't win the roll and your opponent places his infiltrators
into that terrain, you should be able to get your guys into
a position fairly close to try and counter them.
This tactic is especially effective in missions with Loot
Counters or Table Quarters. Just by parking your infiltrators
in a table quarter (or near an objective), you have essentially
captured victory points before the game has even started.
Your opponent now has to devote resources to counter the
infiltrating unit, or concede those points.
Grabbing objectives in this way is a
very powerful ability of infiltrators and one I have used
to great effect many times. It gives you the initiative
in the game and puts your opponent on his back foot, forcing
him to react to what you're doing, instead of the other
Infiltrators have many
uses, but have to be used carefully or they will get wiped
out fairly easily. They are not super-units by any means
(though a tooled up squad of Chaos Chosen comes close).
Knowing when, where, and most importantly how to
use an infiltrating unit is the key to their effectiveness.
Like anything else, it takes some practice.
to "Unit Tactics"