Tactica: Infiltrating Space Marines

In-depth tactics

In my article last week, I talked about general tactics regarding Infiltrating Space Marines, as well as the list construction and unit selections. This week I'll talk about more in-depth tactics mostly regarding set-up and movement, something that is very important to Infiltrating Space Marines successfully.

Since all of the speed in the list comes from Infiltration and Deep Strike, the deployment phase is the most important part of the game for the Infiltrating Loyalist. First of all, let's review the list from my previous article:

HQ:

Codicier Librarian at 135:
Fear of the Darkness, Terminator Armour, Storm Bolter

Elites:

Terminator Squad at 240:
Veteran Sergeant + 4 Terminators
2 Assault Cannons

Terminator Squad at 240:
Veteran Sergeant + 4 Terminators
2 Assault Cannons

Troops:

Tactical Squad at 226:
Veteran Sergeant + 7 Space Marines
Power Fist, Teleport Homer, Meltagun, Heavy Bolter, Frags
Infiltrate, True Grit, Counter-attack

Tactical Squad at 226:
Veteran Sergeant + 7 Space Marines
Power Fist, Teleport Homer, Meltagun, Heavy Bolter, Frags
Infiltrate, True Grit, Counter-attack

Scout Squad at 150:
Veteran Sergeant + 7 Scouts
Power Fist, Teleport Homer, Heavy Bolter, Bolt Pistols & Close Combat Weapons, Frags

Heavy Support:

Devastator Squad at 244:
Veteran Sergeant + 7 Space Marines
Teleport Homer, 4 Missile Launchers
Infiltrate

Total points cost: 1461
Model count: 43
Scoring units: 6

There, I'll leave the last 39 points open for anyone to spend on what they like. We can conclude from the list that it has a surprisingly high model count, taking into account that the most regular Space Marine cost over 20 points. This is obviously because the list completely lacks any armour - which is both good and bad. I should mention that some people like to use Land Speeder Tornados in their lists, but I don't.

The strong points about the lack of tanks will be that the opponent's anti-tank weapons will be all but useless against your force. An opposing Devastator squad will have a hard time making its points back if all models you present are single-wound models (bar the Librarian that is). I will refer to this list in my following tactics.

Deployment:

As I mentioned in my previous article, concentrate your forces along one flank. Since you will be setting up after your opponent, use this to plan targets for your forces and try to think ahead for at least one or two turns.

You can also deploy a bait unit as far up as possible, to lure out your opponent from his foxholes. Then you just drop in with your Terminators and unload with Assault Cannons until everything is gone.

Movement and shooting:

The movement phases might be very important or almost non-existing, depending on what type of enemy you're up against. Should you stare down a horde of Tyranids, you obviously don't want to get closer, but rather sit tight and unload with Heavy Bolters.

Against foes such as Tau or Imperial Guard - on the other hand - you will be forced to move up as much as possible, since they will most likely not come to you.

This of course varies from case to case, but I think you'll be able to judge it for yourself. The important thing to remember is: cover is your friend. More so than when playing other lists. This is because all the opponent anti-tank weapons will be pointed towards your Marines, and even though they will be ineffective, they will take down a couple of Marines per turn. Also, cover will help you if you get assaulted by better fighters than your Marines (with some exceptions, such as Harlequins and Banshees).

When shooting, you'll notice that your troops have really mixed weapons. This is usually not a problem, since you will be able to prioritize depending on the range to your enemy. If you know that you'll be within range for the Meltagun, go ahead and move up and shoot. If you have doubts, sit tight to fire Bolters at full range and to fire Heavy Bolters. The same obviously goes for the Scout squad. If it will be able to charge in the subsequent assault phase, move them up. If not, then sit tight and shoot Heavy Bolters.

Taking objectives:

Claiming objectives is relatively easy when playing Infiltrating Space Marines, and your focus should be on getting your hands on the majority of objectives on the field if you can. Since the list has six scoring units, this might be difficult, but then again - it will take some work for your opponent to remove 8 power-armoured Space Marines ducking in cover around an objective.

If you happen to play a mission such as secure and control, make sure to be tactical when placing the objectives. Concentrate them along the flank where you plan to Infiltrate. This will make it a lot easier for you to stick to the original game plan while still grabbing objectives.

Lastly, I would like to talk a bit about the Librarian. He can really have just about any Psychic Power, although in my opinion, Fear of the Darkness and Terminator Armour are like peanut butter and jelly, especially against foes like Tau, who have pretty mediocre Leadership across the board. But the choice is yours in the end, this list is merely a suggestion.