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Is anyone else finding it hard to come up with a role for intercessors in their army?

 

Tactical marines are cheaper and more flexible, scouts have concealed deployment. Even the bolters on Sternguard are better than the primaris bolt rifles (while being cheaper too).

 

I would love to fit these guys in but I'm having a hard time finding somewhere for them.

 

Thoughts?

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I keep getting told that 10 wounds for 100 points is good, but I've fielded them 4 times and they've done nothing every time. I feel like I get better mileage out of Crusader squads armed to the teeth with heavy and special weapons. I've tried the Stalker bolt guns once, I'd be willing to try it again but I'm just not convinced. Maybe I'm not playing enough Maelstrom? 

It depends, in my few games with them, generally they're lower on the pecking order in terms of targets, which means they've tended to survive pretty well.

 

Stick them in cover for a 2+ save with two wounds and they're resilient to all but the most concentrated of fire.

 

However, when the opponent starts focusing on them, they will dwindle just like any other marine unit.

Intercessors are best used in support of your other elements not in replacement of. As a BT Player I'd never run my Intercessors instead of my Crusader Squad, I'd run them in support. Crusader move forward and prepare to charge or receive a charge.

 

The Intercessors will follow behind laying down 10 Bolter Shots. Once Combat is joined. The Crusader Squads hold their ground. And Intercessors charge in with 11 Attacks. They function as a Fire Suppression and Counter Charge.

 

Their Bolters keep my enemy honest and in cover. Allowing my Crusaders to advance and take the center. As a unit in comparison to my Crusader Squads have a very small footprint. So I can easily hide them in cover and run them alongside my Crusaders.

 

The biggest point is I'll be honest my army has a very very specific niche. (Small FootPrint, Fire Support, that can effectively counter charge). That the Intercessors fulfill amazingly. But the larger is Intercessors are best used in conjunction as support to other Squads. And not as Frontline Troops. They don't do enough damage and don't have the attrition capability.

The Intercessors will follow behind laying down 10 Bolter Shots. Once Combat is joined. The Crusader Squads hold their ground. And Intercessors charge in with 11 Attacks. They function as a Fire Suppression and Counter Charge.

 

 

the intercessors would charge in with 21 attacks if there were 10 of them... They have more attacks than the crusaders if the crusaders are armed with bolters.

 

or were you suggesting 5 intercessors within rapid fire range? that was probably it i guess!

Edited by Blindhamster

I use tacticals for mid to close range shooting as my troops, fire support and counter assault roles go to other units. I just can't seem to find somewhere for intercessors

 

Sounds like they'd just step in for those tacticals which are already filling that role, so there's actually no need to add them unless you want the extra wound, extra attack, and cooler models. 

Tacticals basically centre all their usefulness around the 3 models with options. The basic boltgun generally isn't much good.

 

The basic bolt rifle is slightly better, the primaris sergeant is better. But in exchange for every model having a slightly more useful gun, you lose the special and heavy weapon options (mitigated somewhat by a grenade launcher)

 

10 intercessors with two grenade launchers and a power sword is 206 points. 216 if they take auto bolt rifles or 226 if they take stalker bolt rifles.

 

10 tacticals with a power sword, missile launcher and plasma gun is 172.

 

The plasma gun is IMO possibly the deal changer. If you keep the intercessors with bolt rifles you're paying 34 points for

 

+10 Wounds

+10 Attacks

Better basic weapon in every model.

 

But having two weaker versions of the missile launcher and no plasma gun equivalent.

Edited by Blindhamster

Tacticals basically centre all their usefulness around the 3 models with options. The basic boltgun generally isn't much good.

 

The basic bolt rifle is slightly better, the primaris sergeant is better. But in exchange for every model having a slightly more useful gun, you lose the special and heavy weapon options (mitigated somewhat by a grenade launcher)

 

10 intercessors with two grenade launchers and a power sword is 206 points. 216 if they take auto bolt rifles or 226 if they take stalker bolt rifles.

 

10 tacticals with a power sword, missile launcher and plasma gun is 172.

 

The plasma gun is IMO possibly the deal changer. If you keep the intercessors with bolt rifles you're paying 34 points for

 

+10 Wounds

+10 Attacks

Better basic weapon in every model.

 

But having two weaker versions of the missile launcher and no plasma gun equivalent.

 

Way deeper analysis than my own, but I figured the poster wasn't kitting them out with special weapons when she/he mentioned fire support was being provided elsewhere. Now that I think about it that was a silly assumption to make. 

Aux launchers also have the grenade type so don't take a 10 man squad with two as you won't be able to shoot both.

Unless you combat squad them or want the admittedly very rare options for wound allocation where it makes sense to remove one nade launcher but still have another for backup.

Aux launchers also have the grenade type so don't take a 10 man squad with two as you won't be able to shoot both.

 

remember you can combat squad for a command point - its about the only legit reason i can think to take two of them.

Easy to hide objective holders that engage light infantry or smaller units.

If you expect any more from them you've got the wrong ideas.

 

You'll need to invest in dedicated anti Tank/horde/elite units to support them.

Exactly what are you expecting them to do? Blow up Landraiders and shoot down flyers? :-P

Edited by Ishagu

I've found them to be incredibly durable. Pop them in cover and they just won't die. They are a unit that shines on the table rather than on paper. On paper you think of all the multi-damage weaponry that would wreck them. On the table that stuff targets every other unit in your army. In every single game (10+) they've always kept going. They won't do solid damage to armoured targets but that 30", Ap1 will chip away. I may get a squad with Stalkers because that extra 6" and point of AP could be nice. 

Wait, it costs a command point to break a unit into combat squads? Have I been overlooking that for the last two months?

No no, it's free to do it before deployment, but you can spend a command point to do it mid game.

I look at them as a unit that can perform a roll somewhere between a tactical squad and assault squad and scout squad depending on the type of gun you give them.

Tactical squad are only useful if you give them decent special and heavy weapons. But their role is usually forward objective holders

Scout squad is usually backfield objective campers

Assault squad is mobile bully unit.

If we compare intercessors to the other units:

10 assault marines with jump packs and say.... two flamers plus a power sword is 182 points.
10 tactical marines with the missile launcher, plasma gun and power sword is 172 points.
10 scouts with sniper rifles, camo cloaks and a missile launcher are 205 points.
10 intercessors with bolt rifles, 1 aux grenade launcher and a power sword are 205 points. or 215 with auto bolt rifles.

 

  • Assault marines are all about being able to be mobile, and having enough attacks to be able to deal with smaller MEQ units or lighter armoured units.
  • The intercessors have 1 more attack than the assault marines as standard (assault sergeant only gets 2 attacks with his power sword, intercessor gets 3). The intercessors only have 1 less attack if you want them to be the same cost. 3 fewer if you give them auto bolt rifles and they're then cheaper (175 points). If they had auto bolt rifles, they're almost as mobile as assault marines - whilst still being able to get two shots per model as they move as well.
  • Intercessors are troops, so have objective secured.
     

 

  • I've already done a comparison to tacticals above, the tacticals have the flexibility their special weapon/heavy weapon in their favour. The aux grenade launcher on intercessors is about as good as a special weapon in most circumstances. Otherwise, really the tactical squad is just worse in almost every way than intercessors.

 

  • Scouts have a 2+ cover save whilst in cover... just like intercessors. The scouts have the same threat range as the bolt rifle intercessors, the scouts main advantage is sniper rifles allowing you to pick off characters.

 

ultimately, the intercessors have double the number of wounds so are far more durable vs small arms fire, they're also no less durable than the other units vs multi damage attacks - its a false falicy to suggest they are, a single tactical and an intercessor die in a single lascannon shot, however an intercessor CAN survive it.

The important thing to remember, is they're still just the "basic" troop choice, so are not likely to carry the game, but they're generally going to perform as well or better than the other options so long as you use them for what they're for - objective grabbing and holding.

 

really, the biggest issue they have, is that their only transports are the repulsor and thunderhawk, both of which are very expensive

 

 

really, the biggest issue they have, is that their only transports are the repulsor and thunderhawk, both of which are very expensive

 

This is a big issue, but is lessened a bit for Raven Guard who have an alternative way to forward deploy as well as some protection for them when foot slogging.

 

I'm kind of surprised the larger transports haven't been given the option to carry them, albeit with a 'size tax'. Stormravens and Land Raiders come to mind as prime candidates. I wonder if that will ever come to pass, or if they'll continue to be a separate force with little to no integration. 

 

The Intercessors will follow behind laying down 10 Bolter Shots. Once Combat is joined. The Crusader Squads hold their ground. And Intercessors charge in with 11 Attacks. They function as a Fire Suppression and Counter Charge.

 

 

the intercessors would charge in with 21 attacks if there were 10 of them... They have more attacks than the crusaders if the crusaders are armed with bolters.

 

or were you suggesting 5 intercessors within rapid fire range? that was probably it i guess!

Only running 5 Intercessors anymore would kinda defeat the purpose of the unit being small and a cheap footprint

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