In the second part of the Codex review I will be taking an in-depth look at the datasheets and weapons/wargear available to the Skitarii. It's been a tough one getting familiar with an entirely new army and armoury but I think I've gotten to grips with it now, though all comments are welcomed.
Skitarii
Vanguard: (troops)
Base unit of 4
vanguard and 1 Alpha, these guys are the mainstay of the army. They cost 9
points a pop and are pretty similar to Scions stat wise, though that's where
the similarity ends. Note also that, like with Harlequins, the squad leader is
2 wounds and geared-up for warlord duty. In addition to their 4+ save, they
also get FnP 6+ much like their Iron Hands cousins which is a nice bit of
continuity. They benefit from the Doctrina Imperatives (as do all units in the
army) and also are relentless, which is only really of benefit for the purpose
of the special weapons they can take. One last rule here is rad-saturation,
which means any enemy locked in combat with them has -1T. While the Vanguard
themselves aren't melee experts, they can make it so other units (such as
ruststalkers and infiltrators) can be instant-killing T4 models in the same
combat.
Now down to
equipment. They pack rad carbines, which are 18", assault 3 S3 AP5
weapons. Sounds mediocre on the surface, but their rad-poisoning rule means all
to wound rolls of 6 cause 2 wounds to be allocated as normal. So Vs T4 you'd
end up with more like 10 wounds as opposed to 7. Against T3 this is more like
13, so it's a little perk but nothing too amazing. Every squad can take two
special weapons and a third if 10-man. I'll discuss two of the 3 options here
as they're probably best suited to the Vanguard. The first is the Plasma
caliver, double the price of a regular plasma gun but probably twice as
effective seeing as it's assault 3 18" range. This makes it a good
compliment to the squads weaponry. Downsides are the cost and the fact it still
gets hot, meaning you've got about a 1/4 chance of killing the bearer every
time you fire. For half the price you can outfit a trooper with an arc rifle.
This beauty is a 24" rapid fire weapon that with S6 and haywire is going
to be a threat to vehicles everywhere. Being relentless don't forget they can
still charge after firing.
Here seems an
appropriate place to talk about close combat options, as they're the same for
both the Vanguard and Ranger Alphas but probably best suited to the Vanguard
Alpha. In terms of close combat weapons he can take either a taser goad, power
sword or arc maul. The arc maul is the same as a power maul except that it also
boasts the haywire rule. The taser goad is S+2 that causes an additional 2 hits
if you roll a 6 to hit. So basically melee tesla. Note these are taken, not
swapped, so you have no basic CC weapon option. You do however have to swap out
the radium carbine for a pistol if you want the extra CC attack, with options
being a radium pistol (same as carbine only 1 shot 12" range), the
phosphor blast pistol (12", S5, AP4, luminogen) or an arc pistol, which is
just the same as the arc rifle only a pistol
version. Luminogen allows two things if you cause a wound, glance or pen
to the target. Firstly it counts its cover save as one less that turn. Secondly
you can reroll charge range. I can see this being very useful synergystically
for digging an enemy out of cover or softening it up for a multi-charge.
The other
options available for the Alpha are special issue wargear and the Relics
covered in part 1. The wargear is either refractor field (5++), conversion
field (4++ but causes blind within 6" that friendlies can reroll) and the
standard digital weapons. The squad also has the option for one model to take either
an enhanced data-tether or omnispex. The omnispex is pretty nifty in that it
grants -1 to cover saves vs fire from that unit and there's no range. The data
tether grants +1 to Ld if you use a Doctrina Imperative (which most of the time
you will) but there are other ways to get the bonus TBH which I'll cover later.
In conclusion,
this is a versatile unit that you'll want to field in multiples and probably in
one of two ways. Either as a minimal squad loaded up with arc weaponry but no
other upgrades (perhaps an omnispex if you're fighting against skimmers) to go
tank hunting or as a full sized squad with mostly arc weapons, but maybe a
plasma caliver for good measure. An omnispex is a good idea most of the time
unless you run a complete bare bones squad with no weapon upgrades (why you
would I don't know) and you'll probably want to add a few upgrades to your
Alpha, more if he's your Warlord. Plenty of fun builds to be had for him.
Skitarii
Rangers: (troops)
Same stats and
rules as the Vanguard save for the following. They are 1 point more expensive
each, have move through cover rather than rad poisoning and have all the same
options as the Vanguard. Their basic weapon is different, however, and this as
well as the move through cover helps to define their role. The galvanic rifle
is a S4 AP4 30" rapid fire weapon with precision shots. So not quite up to
Tau specs but the improved BS and precision shots make up for this. The other
special weapon not mentioned above is the transuranic arquebus, a 60"
heavy 1 (but they're relentless) AP3 sniper weapon with armourbane. This weapon
is more complimentary to rangers than vanguard.
So again we
have the issue of role. Where I can see Vanguard fighting up close and personal
with the enemy and resisting charges, the Rangers are much better suited to
mid-long range medium infantry and light vehicle hunting. Having said that with
move through cover there may be a role for a haywire or plasma squad going
vehicle/terminator hunting up close. Really the only difference between
Vanguard and Rangers is that one rule (MtC/rad poisoning), cost and basic
weapon, so there's inevitably some overlap, especially with purpose designed
plasma or (more likely) haywire squads. You may want to use the tether if
you're hiding out backfield and want to minimise your chances of running off
the boards, but again the omnispex is universally good.
Sicarian
Ruststalkers: (Elites)
Now, we've
dealt with the basic shooty infantry, we're on to the gangly, distrubing
looking elites, who've also got some fun toys to play with. 30 points a pop, they
also have a 4+ save but have FnP (5+) and 2 wounds basic, with WS/BS/S/I 4, T3
and 2 wounds each. The basic squad is 4 Ruststalkers and a Princeps with 5 more
purchasable. The Princeps boasts an extra attack and point of Ld. They are
bulky, have Doctrina Imperatives and dunestrider (see last week) and furious
charge, making them fast and deadly when they assault. The Princeps can take
special issue wargear and relics, but other than that is limited to the wargear
below.
Now these chaps
pack some interesting toys. The basic loadout is a transonic razor, chordclaw
and mindscrambler grenades. These can all be exchanged for a two transonic
blades, in which case the Princeps can take an additional chordclaw at a cost.
In either case the Princeps can buy a prehensile dataspike, which grants an
additional normal strength AP5 I10 attack with the haywire rule. The other
weapons are as follows. Transonic weapons are normal strength for the razor, +1
for the blade. Both are AP5 and have an interesting special rule called
transonic. In the first turn of an assault any to wound rolls of 6 are AP2, in
subsequent rounds it is AP2! (note, a roll of 6 always wounds) Chordclaws are
exactly the same except that the molecular dissonance rule means one attack is
fleshbane. So you have to choose between the extra point of strength (making
you s6 on the charge - great Vs T3 or MEQ engaged with Vanguard) or having one
attack as fleshbane, though don't forget the Princeps can have the best of both
at a cost.
So there's a
catch with these chaps. Not much will survive the second round of combat with
them, but then they're pretty flimsy and unlikely to survive the first round of
combat against say, terminators. Therefore they should be used with caution and
against appropriate targets, such as medium infantry with no low AP melee weapons.
Their T3 means they can be instant-killed pretty easily, making the FnP
useless. A tricky unit to use effectively but some cool rules.
Sicarian
Infiltrators: (Elites)
The other
gangly unit, these chaps are more versatile than the ruststalkers. A meltabomb
each more pricey than the ruststalkers, they are also 5-10 in unit size with a
Princeps that can take relics and special issue wargear. They boast the same
stats and special rules but rather than furious charge they have infiltrate and
stealth, making you a bit more survivable and allowing you to close with the
enemy sooner rather than later. You can also choose to outflank don't forget.
They also have the neurostatic aura rule, which means all enemy units in
6" subtract 1 from their BS/WS/I/Ld. This is potentially devastating
especially when used in synergy with doctrina Imperatives and having other
units nearby, reinforcing the AdMech notion of crushing the enemy utterly.
Weapon-wise,
there are two ranged and CCW options available for the same cost. The Princeps
may also take an infoslave skull, granting it +1Ld and acute senses, handy if
you want to outflank. Option 1 is a stubcarbine and power sword, with the
stubcarbine being a an 18" S4 assault 3 weapon. The alternative is a taser
goad (see the entry for Vanguard above) and flechette blaster, which is a S2 5
shot pistol with the shred rule. Both options have their pros and cons, with
the power sword/stubcarbine being a better option on the surface, until you
realise you don't gain a bonus attack with that option. Option 2 grants you
more shots/attacks but their effectiveness is arguably less. Again, both
options have pros and cons and I would certainly consider outflanking them with
the infoslave skull.
Sydonian
Dragoons: (Fast attack)
Just under 50
points a pop and available in units of 1-6, this is the only fast attack option
in the book. The basic wargear is a taser lance, searchlight and broad-spectrum
data-tether, which is like an enhanced data tether but has a radius of 6".
This is one of the reasons not to bother upgrading your individual squads if
you have vehicles projecting an area effect as the two do not stack together.
The stat-line is WS/BS4, S5, with I/A3, armour 11 all round and 2 hull points.
It's an open-topped walker with the dunestrider, crusader and Doctrina
Imperatives rules, making it particularly nippy across the table for a walker.
It also has an incense cloud granting it a permanent 5+ cover save to add a bit
to its survivability.
Weapon-wise, we
mentioned the taser lance which is a beefier version of the taser goad that is
S+3 when charging (+2 normally) and as well as the taser rule (2 bonus hits on
a to hit roll of 6) it also has the joust rule doubling its initiative on the
turn it charges. To sum up, if it charges it will have 4 S8 attacks at
initiative 6, dropping to 3 S7 attacks at initiative 3 normally. You can
alternatively equip them as outriders (or mix and match) by swapping the taser
lance for a radium jezzail, a 30" heavy 2 sniper weapon with rad poisoning
and AP5. As an added bonus to either role, for 10 points you can add in a
phosphor serpenta, an assualt 1 18" 5 AP4 phosphor weapon which, as with
other phosphor weapons, has the luminogen rule granting a -1 decrease to cover
saves and allowing the attacking unit to reroll charge distances should a
wound/glance/pen be caused.
I think there
is definitely a role for the Dragoons and that you'll either want them up close
and personal with the lances and a couple of serpentas or at a distance with
all jezzails, though to be honest the Vanguard can pretty much do everything
the jezzails can but better so option 1 is proabably best. They are pretty
flimsy and pricey though so care should be taken with them before striking at
the opportune moment - due to their size I could see a multi-charge against
vehicles being a good way to employ them in either one large squad or two
smaller ones.
Ironstrider
Ballistarii: (Heavy support)
At just over 50
points, the Ballistarii are perhaps a better option and take up a heavy support
slot. They essentially have the same stat-line but with one less attack and one
less point of WS. They retain the searchlight and tether, plus the crusader,
Doctrina Imperatives and dunestrider rules. Instead of a permanent cover save
though they have Precision shots and their primary armament is a twin-linked
cognis autocannon which can be swapped for a twin-linked cognis lascannon for
20 points. Cognis means that the model always fires snap shots at BS2 rather
than BS1.
So what does
this mean? Well, you have a permanent mobile fire platform which as well as
being twin-linked is also able to skyfire at BS2, giving you a good chance of
hitting flyers in a unit of 2+ Ironstriders. Also, being walkers they are still
vulnerable to shaken/stunned but cognis helps with this somewhat. So these
chaps would probably benefit from hiding in the backfield and keeping
themselves in cover while being able to stalk into position of a new target
each turn. A couple of half-sized units working to shoot down vehicles from the
backfield would be a welcome addition to a SKitarii line-up, softening things
up for the advancing Vanguard. Also, don't forget that as walkers they can
shoot overwatch at TL BS2 should anything get too close for comfort.
Onager
Duncrawlers: (Heavy support)
One of the more
interesting units in the book, the Onager is bound to be integral to most
armies. It packs a similar but slightly better stat-line than the other
walkers, with a front and side armour of 12 and 3 hull points, WS3, BS4 and an
initiative of 2 with 1 attack. It's not really built for combat though,
firepower is where it excels. Before we look
at weapons though, let's look at what else you get for just shy of 100
points. Like the lighter walkers it has a tether and searchlight and benefits
from Doctrina Imperatives. However, it also has the Crawler rule which means it
is never slowed by difficult terrain and auto-passes dangerous terrain tests,
but the flipside is it can't run. It emanatus force field provides a meagre
6++, however if you add further members to the squad (3 max), each one within
4" increases that ++ save by 1. A triad set-up therefore would grant all 3
Onagers a 4++. The basic weapon is an eradication beamer, which leads us nicley
onto the weapons.
The eradication
beamer is like the opposite of a conversion beamer, in that it is more deadly
the shorter the range. up to 9" it is a S10 AP1 weapon, dropping to S8 AP3
but blast up to 18" and S6 Ap5 large blast up to 36". The cheapest
upgrade is to a twin-linked heavy phosphor blaster, a 36" S6 AP3 heavy 3
luminogen weapon. Next up is the formidable neutron laser (which for some
reason comes with a cognis heavy stubber), a 48" S10 AP1 concussive blast
weapon to make even the Tau jealous. Lastly is the awesome Icarus array, which
while expensive provides reliable anti-air firepower for the Skitarii. There's
more. The Icarus array is actually 3 weapons in one all of which are 48"
range and skyfire. The first is a daedalus missile, which is S7 AP2. The second
is a gatling rocket launcher, which is heavy 5 ignores cover S6 AP4. Lastly, the twin icarus autocannon is S7 AP4
heavy 2 and also packs the interceptor rule. Although all 3 systems must fire
at the same target, should you use the interceptor weapon in the enemy turn
then the remaining two systems can still fire at a separate target in your
turn.
Before I sum
up, there are also vehicle upgrades to consider. Smoke launchers may be
purchased for an Onager so long as it doesn't have an Icarus array. Other
upgrades include a Mindscanner probe, which essentially provides unengaged
units in 6" with defensive grenades; a cognis manipulator which is
essentially a servo arm granting the Onager S10 AP1 in melee and it will not
die; lastly a cognis heavy stubber as a pintle upgrade if you decide you need a
bit of extra firepower.
A trio of
Onagers with the basic loadout advancing with the main force and providing both
shield cover for each other and Ld boosts for the army seems a good loadout. In
this case I'd consider adding in cognis manipulator for the front Onager and
mindscanner probes for the others to increase survivability for both the lead
Onager and troops around them. Alternatively, try a single or pair packing
either Icarus arrays or neutron lasers for aerial and tank hunting
respectively. Hiding out in area terrain isn't a big deal for these guys either
as they aren't slowed by it and can't be damaged by it so certainly use it to
protect any lone-wolves.
Battle maniple
- this formation is basically one of each of the above units, except you must
choose between Dragoons and Ironstriders. They get the same perks as with the
Maniple detachment plus the datalock rule, which makes all units in 12" of
an Onager dunecrawler Ld10. Not as flexible as the Skitarii maniple detachment
but the Ld10 is a good bonus so long as the Onager(s) remain alive.
War cohort - this
is effectively 3 battle maniples put together which in addition has the
enhanced imperative resolution, allowing you to use a single Doctrina
Imperative twice. Seems a lot of points (and ££s) and restrictions for a fairly
trivial perk TBH.
Sicarian
Killclade - 3 units of Ruststalkers and 1 unit of Infiltrators that have two
special rules. Malignant susurrations extends the infiltrators neurostatic aura
to 12", while Slaughtersprint allows the Ruststalkers once per game (after
turn 1) to charge in the assault phase even if they have run. This combined
with their dunestrider rule means they can cover a dangerous amount of ground
very quickly. This formation actually compensates for several of the units
shortcomings and makes for pretty deadly effectiveness.
Ironstrider
Cavaliers - lastly, the Cavalier formation comprises 2 units of Dragoons and 1
of Ironstriders. They gain lots of rules here, including outflank and acute
senses. Ident confirmed grants them rerolls to wound against a nominated enemy
character. Mindlinked hunters allows the different units in the formation to
provide cover saves for each other without granting it to enemy units - in
other words hide your Ironstriders behind the Dragoons and you can still shoot
without conferring cover to the enemy. Lastly, The noose tightens means they
must all be placed in reserve and all enter on a single reserve roll made from
turn 1. Again, a fairly good formation that costs a fortune in ££ but would
likely work pretty well on the battlefield.
In conclusion I
think this is the best release from GW so far this year. They're exactly what
the Skitarii should be; more than men, less than Space Marines and utterly
relentless in the usage of their exotic and superior weaponry. The lack of
transport options makes them fairly fragile but their speed, scout moves,
synergy and ranged firepower balance them out nicely. The fact you can get a
new playable army for just over £40 makes it much more user friendly than the
Harlequin release. My plans for this year remain to consolidate my armies and
just collect the books rather than starting any new projects, but I may just
have to dip my toes into this one sooner rather than later. Cheers.
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