Fighting Skitatrii

Discuss both Auxiliary, Allied and Aliens tactics
Silvtalon
Shas
Posts: 220

Fighting Skitatrii

Post#1 » May 26 2015 07:05

I had a chance to face off against a all Skitatrii list a friend of mine has been working and testing for some time. We did an entire day of battling so we got in three games back to back only taking time to take a break only to eat and bathroom so it was crunch time learning how this army functions. Just remember I only seen what some of the units can do so far so there is more then I Will add as I encounter other types in battle and give a run down on them in actual battle.

Doctrina Imperatives
The skitatrii get six different doctrina imperatives to use during the game three of them improve their BS and depending on how strong the BS is boosted their WS can suffer to a degree. They can also do the same for their WS the higher it goes the worse their BS becomes for a turn. Skitarrii get three buffs for each WS and BS and can only use one per turn and once per game. If your opponent is pretty smart about the use of his doctrina imperatives expect a skitatrii force to be able to out preform tau in the shooting phase when they use those +BS boosts if they are more of a shooting army its gonna hurt a lot mainly due to the basic infantry gun.

Scout
The entire army can scout, again I think this is a interesting gimmick for them but over all a very strong ability you MUST plan around other wise you will find your army in a lot of trouble. In addition in maelstrom objective games where you gain cards for holding objectives or trying to claim objectives remember with scout the Skitatrri will be already at the center of the table. Not to mention if they take any fortifications they can scout these fortifications up to 12 inches to hold objectives! Scouting fortifications is pretty darn useful and broke at the same time in my option.

Crusader
See core rule book for info on this skill.

Basic troopers (Vanguard) and Rad Carbines
The basic trooper that tends to shine the best are the vanguard with armor 4+, BS 4, T3, feel no pain 6+ with a auto ability to reduce the toughness of enemies in melee combat by 1 with them. A very strong basic trooper that can absorb a decent amount of fire power for a max of ten men. But the real power is the rad carbines they use these weapons are assault 3, range 18, strength 3 and assault. On a roll of a 6 to wound they deal additional wound regardless of toughness. You might think this is a gun that wont be fired to often and if it ever does it wont do to much damage over all. If you think that your dead wrong and what ever unit they are shooting at will take a good deal of damage real fast.

Out of the three games a single 10 man unit of skitatrri averaged 12-18 wounds on a riptide. A 5 man unit damaged a riptide with an average of 10-12 wounds! It really comes down to how many hits they have done and the more dice they have to fish for 6's the worse it is for you.

Now combine scout +, turn 1 movement, + Doctrina Imperatives, + Rad carbine 18 inches and you got a 30 inch I can reach out and touch you on BS 5+(with re-rolls possibly) zone on turn 1. Try to deploy just outside of their effective firing radius of their infantry basic weapons with your crisis suits and firewarriors or you will loose them FAST on first turn if they go first or seize. So long as its only one squad shooting at your riptide(s), sniper drone teams and broadsides you stand a good chance of the unit living more so if you got night fighting in effect for the other weapons they will bring.

Arc Rifles
These are interesting weapons a 10 man skitatrri unit can use up to three of these which count as haywire rifles against tanks and high strength low ap shots against troops. Its a rapid fire weapon thus prevents the unit for charging if fired but if you got tanks these can chip away at them easily up to 24 inches away so you need to be a bit careful even with disruption pods.

In the games I played a good number of shots were directed at my devilfish and thankfully due to good rolls and disruption pods I weathered the storm of fire.

Plasma Calibers
I have yet to see how these work personally but I been told a good deal of tactics revolving around drop pods. Since a vanguard unit can take three of these weapons at 30 points each. They are strength 7 ap 2 assault 3 and gets hot weapons. You will see this unit fielded primary in drop pods with the skitatrri warlord whom not only gives them a nice warlord buff but preferred enemy(all). Then you combine it with 21 rad carbines going into a monstrous creature or anything else unless the target is in 4+ or better cover/inv along with feel no pain you might just have a chance to live though the assault. The best delivery system currently is drop pods for this tactic. It will delete a riptide if shields are not up and even with them up a good chance it will still delete the riptide with the ethereals sense of stone active.

Onager Dunecrawler
These walkers have a very large base with armor value 12 front and sides and 11 on back. At first glance you go well these are like dreadnaughts pretty easy to deal with you might think. But sadly they are not that easy to deal with here is why. The Dunecrawlers have 3 hull points to start with and a nifty special shield they get that become stronger as you add more dunecrawlers to the unit. This shield starts off as 6+ inv that protects all facings when you have one dune crawler. When you start adding more dune crawlers the invurnible save gets stronger up to a 4+ and depending on what main gun they choose they can even get "It will not DIE!" with one of the weapons they can choose for said dune crawler but its very expensive. The weapon that will be chosen more often then not will be the str 10 ap 1 small blast range 60. In addition the dune crawlers can take up to two heavy stubbers making them infantry mulching machines. The dune crawlers can get an upgrade to make attacks in melee at strength 10 ap 1 but its a costly upgrade which you will not see to often its better using those points to buy troops.

These units can also scout before the game starts. They ignore difficult terrain and can not run.

In all three games I have played I have brought down farsight with three double melta suits and a crisis team of two crisis suits with double meltas to focus on a single vehicle squadron of three dune crawlers. These units were in fact assisted by marker lights to effectively give both units re-roll 1's. Most of you will think right off the bat that much melta coming down would kill the squadron right off the bat. Each game a total of 8 to 9+ melta hits and 0-2 misses, 1-2 glances 6+ pens. I couldn't even kill a single dune crawler mainly due to my opponent rolling so darn well as if his 4+ invuln save was a 2+ it was extremely frustrating. Lesson I learned from this don't expect them to die easily with deep strike alone they are far tougher on average then a knight so make sure you widdle them down a little bit before your deep strikes come in if able.

Dune Striders
These are two legged walkers with armor 11 all all around. They can be equipped with twin-linked auto cannon shots that hit on 2's due to their high ballistic skill. They are able to scout and are highly mobile during the movement phase. In addition they get +3 to charging. They are a great harasser unit able to out range our missile pods crisis suits with ease so be careful. In melee they are strength 5 and ws 3 and I think I2... But be warned if you choose to use our weapons are useless or fail your moral check against them they do have crusader they will most likely catch you.


These are the units I faced in mass.... A very powerful codex mainly due to the synergy.

User avatar
MODELGLUE Eio'Y
Kor'El
Kor'El
Posts: 1282

Re: Fighting Skitatrii

Post#2 » May 26 2015 08:22

Excellent. I have to admit, your post made me want to go out and buy them more than prepare to fight them. :)

The rad carbines sound nasty, but I assume the second wound effect would still allow a save where normal.

The Dune Crawlers don't quite do it for me visually, but I assumed from the get go that their weapons would be reminiscent of some of the 30K tech we have seen.

Thanks for the write up, I look forward to more data.

Silvtalon
Shas
Posts: 220

Re: Fighting Skitatrii

Post#3 » May 26 2015 08:30

modelglue wrote:Excellent. I have to admit, your post made me want to go out and buy them more than prepare to fight them. :)

The rad carbines sound nasty, but I assume the second wound effect would still allow a save where normal.

The Dune Crawlers don't quite do it for me visually, but I assumed from the get go that their weapons would be reminiscent of some of the 30K tech we have seen.

Thanks for the write up, I look forward to more data.


You always get your armor save against rad carbines its just the sheer volume of wounds they can dish out.

More then happy to write up more as I come across different units in games but for now this is all I have on them from actual field testing.

User avatar
gmaleron
Shas
Posts: 214

Re: Fighting Skitatrii

Post#4 » May 26 2015 09:01

Just a warning to us Riptide fans the new Kataphron Destroyers for Cult Mechanicus are going to be a big problem. They have the following:

-Heavy Grav Cannon: salvo 4 - 6 and since they are relentless that means they are going to get 6 shots every time at 30 inch range, they come base in squads of three so that's a minimum of 18 grav cannon shots.

Already my suit army is crying at the thought of facing multiple units of them. Thankfully they only have a 4 + armor save but having 2 wounds each and being toughness 5 they won't be super easy to take down. thank God for missile pods, I might be taking an additional team of these bad boys just to deal with them as they will be very prominent in both Skitarii and I'm sure other Imperial armies.
Last edited by gmaleron on Oct 13 2015 01:32, edited 1 time in total.

User avatar
Czar Ziggy
Fio'Ui
Fio'Ui
Posts: 556
Contact:

Re: Fighting Skitatrii

Post#5 » May 26 2015 09:15

Having faced them myself now, they do feel a bit like the old Eldar. The infantry are usually T3, so we wound on 2+. They move fast, hit hard, but can be brought down fairly easily by our shooting I find. It's they're Dune Strider/Crawler special rule which grants the +3" on all movement (regular moves, run, assault) that I underestimated a lot. And several units have access to it, though it was infiltrator the I primarily faced with this rule, and they're close combat specialists.

Czar Ziggy

Silvtalon
Shas
Posts: 220

Re: Fighting Skitatrii

Post#6 » May 26 2015 11:10

Czar Ziggy wrote:Having faced them myself now, they do feel a bit like the old Eldar. The infantry are usually T3, so we wound on 2+. They move fast, hit hard, but can be brought down fairly easily by our shooting I find. It's they're Dune Strider/Crawler special rule which grants the +3" on all movement (regular moves, run, assault) that I underestimated a lot. And several units have access to it, though it was infiltrator the I primarily faced with this rule, and they're close combat specialists.
Czar Ziggy

The infiltrator type also does some really nasty effects to you when your with in 6 inches of them and if they take the kill cade that effect becomes a 12 inch bubble. The effect is -1 to WS, BS and I.

Although the best tactic in dealing with a infantry heavy (Vanguard) force is to use cover to get your 4+ against the Dunecrawlers while keeping out of their kill zone on turn 1 if you do not go first. I'd even be very careful even if they are attempting to seize. The best thing you can do is limit the amount of shots they can fire first turn and deny the flank your not deploying in by putting some firepower that will deal with the infantry fast. The goal is to kill the infantry before they kill yours all at the same time dealing with the dunecrawlers it is not easy.

But its very doable the last game I played against my friend I wiped out his 7 dunecrawlers, 4 dunestriders (farsight by himself in melee) 3 full squads of vanguard, 1 turret installation out of 2... Icirus twin-linked lascannon av 14 all around. He had only his warlord 3 guys with him, 1 vanguard, a small team of 6 vanguard and one icirus twin-linked lascannon turrets left. I had farsight, both sniper drone teams, 1 transport, ethereal, missile pod team of 2, fusion blaster team of 2 and two gun drones left on the table. The game ended turn 6... I lost though mainly due to he got four points of maelstrom objective cards worth before the game even started in which he had completed before he even started his turn thanks to scout. The mission was Contact Lost. Over all all three matches played was minor wins for Skitatrii mainly due to scout rule and doctina imperatives they have army wide. That extra movement and being able to move fortifications as well is a real game changer along with the fact they can out shoot and out boost ballistic skill fairly easily at the start. Not to mention they do have the ability to reduce cover saves as well but it is costly to do it and unpredictable if it works.

I forgot to mention Skitatrii have the ability to get first blood with great ease I'd have to honestly say far easier then tau or even eldar.

User avatar
gmaleron
Shas
Posts: 214

Re: Fighting Skitatrii

Post#7 » May 27 2015 12:46

Wait until you have to fight the Skitarii in drop pods list, thanks to the Flesh Tearers formation with the six fast attack choices.

User avatar
ShampocalypseWOW
Shas
Posts: 14

Re: Fighting Skitatrii

Post#8 » Jul 31 2015 12:25

Meh... I played against Skitarii and found them to be full of firepower, but far too fragile. Maybe my opponent was just terrible, but I ended up tabling him without too much trouble. Jump shoot jump is a hell of a save.
Sham'WO

User avatar
boomwolf
Shas'La
Shas'La
Posts: 1769

Re: Fighting Skitatrii

Post#9 » Jul 31 2015 02:01

If fighting skitatrii as the main opposition, I feel one thing needs to be stressed out.

They do NOT enjoy deathrains. they really really don't.

In fact, against anything from the skitatrii codex itself, missile pods are lethal, and few of them has hopes to catch up to an evading crisis suit.

User avatar
Bloodknife92
Shas'La
Shas'La
Posts: 594

Re: Fighting Skitatrii

Post#10 » Mar 18 2016 06:40

I'd like to add to this what I've learned. I've only fought against a small, consistent force of Skitarii, and I've not enjoyed my experience so far.

Firstly!

My Skitarii friend and I play at 500pts at the moment, on a board 4x4ft square, and so we don't have 'long' and 'short' edges, but as we grow in the hobby, buy more figures, build a games table etc. we'll play at higher points level and experiment more.
The force I use consists of 20 Fire Warriors, a Commander and his team of 3 Crisis, all donning mid range weapons (Plasma and Ion). He brings 20 Rangers and 5 Ruststalkers.

Let's start with the Rangers, as they anger me less than the Ruststalkers :P
Rangers. They come stock standard with Feel No Pain 6, Pulse Rifles with 1 less Strength and AP, Precision shots, Move Through Cover, get to Scout and get access to some pretty good heavy weapons. My friend brings the 60" sniper, one per squad. Now, for 2 points more per model than Fire Warriors, I feel like they get a little more than they should, but I can't change the rules, so I had to adapt.
They're painful to deal with because if you want to kill them with fire warriors, you'll need to set it up pretty well. If you get into Rapid Fire range, then they're also in Rapid Fire range. Our Pulse Rifles wound on a 2+, but without markerlights we only have a 50% chance to hit, so we almost need to rely on Rapid Fire to kill them or scare them off. If you fail, they're going to retaliate with BS5+Precise AP4 shots, so almost all of them will hit, and if you're not in cover, then say goodbye to your beloved Shas'la.
IF you manage to cause a pleasant number of wounds, they have 4+ armour saves, then a 6+ Feel No Pain to make you feel bad about having a recent codex renewal. On top of all these great things they come with, they can get a -1 to cover upgrade for their leader, and a 5+ invulnerable save for him as well, just to make your life harder. Say goodbye to your Ld8!
When they've finished off all your fire warriors, then they turn on whatever else you have left. In my case, it's my Commander(because precise.... Yeah, his dice rolls are really good).

The Ruststalkers..... Oh the Ruststalkers.... They are the bane of everything I enjoy about this game. They get to move an extra 6" per turn on top of their move/run or move/charge. They have Feel no Pain, all have invulnderable saves, albiet 6+, have 2 wounds each and have "rend" style weapons that are insta-rend if you manage to survive one round of combat. On the plus side, their armour save is still only 4+, so in the case of my Crisis Command team, its not hard to force them to take their miserable invulnerable saves with no Feel No Pain, but if I fail to kill them or make them run off the board, so help me Aun'va...... They're almost guaranteed to be in melee combat with something on the second turn, and if they aren't, they're either in your face, or dead. They make easy work of anything I've thrown at them, so if I know I'm going to get the first turn, I'll generally try to Deep Strike and blast them with high strength Plasma and Ion. The only downside to this is that it's a huge gamble, and even if I do kill them, I have the 20 odd rangers to deal with....

Those Doctrina Imperatives are rather quite annoying, the Rangers out Fire Warrior the Fire Warriors, and the Ruststalkers are infuriating speedy balls of flailing metal limbs and swords. The Skitarii peak for power really early on in points, which is sorta the opposite to Tau, because all our best units come out at high point games.... Frustrating.
My personal experience with the Skitarii hasn't been a good one, but I really do hope that at higher points values I can level the game a little more, what with bringing Broadsides, Riptides and more Markerlights than even DARPA can imagine :D
The days of goodly English is went
Ziss old dog still has a few tricks!

User avatar
Panzer
Shas'Saal
Posts: 3548

Re: Fighting Skitatrii

Post#11 » Mar 18 2016 10:03

Just be happy he plays ruststalker instead of infiltrators. Those shred through almost everything we have as if it's nothing with their sheer amount of s2 hits being able to re-role failed to wound roles plus they are still more than enough to kill us in melee. :D

User avatar
Raverrn
Shas'La
Shas'La
Posts: 156

Re: Fighting Skitatrii

Post#12 » Mar 18 2016 11:18

The Optimized Stealth Cadre is absolutely MURDEROUS against Skitarii.

User avatar
Bloodknife92
Shas'La
Shas'La
Posts: 594

Re: Fighting Skitatrii

Post#13 » Mar 18 2016 04:31

When my friend expands his Skitarii list with 2 extra Ruststalkers and 3 Onagers, I'll be completely overhauling my list with a Retaliation Cadre. Gladly, I won't have the Fire Warriors, but I'll have to make regular use of blast and large blast templates to kill all of his units, as he'll outnumber me rather drastically. My army lists can be found on the second page of this post(scroll to the bottom) for anyone that wanted to ask questions.
The days of goodly English is went
Ziss old dog still has a few tricks!

Return to “Engaging the Alien”

Who is online

Users browsing this forum: No registered users and 2 guests