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So, fellow Medusans, what do you take for infantry choices And why?

 

Scouts, Tacticals, Intercessors for filling out Battalions?

 

Terminators, Centurions, Aggressors for firepower and durability?

 

Assaults, Inceptors, Bikers, Reavers for speed or deep strike ability?

 

I'm finally in a spot where I can play regularly and I'm curious what's been effective for us.

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https://bolterandchainsword.com/topic/342934-infantry-selection/
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http://www.bolterandchainsword.com/topic/340107-tactical-squad-variants-and-analysis/

 

I didn’t include the Iron Hand specific comparisons, but you can basically add 1 extra wound per every 6 wounds in the unit (that math actually more complicated as if you save a wound from 2 damage shot vs Intercessors, you have gave that model 4 wounds). The basic principles would apply. Tacticals provide a nice baseline, able to provide shots that Intercessors cannot (Lascannon/Heavy), while providing slightly equivalent firepower. Intercessors unless your BT or Wolves are best frontline units. However Intercessors need support because of multi-damage and lacking anti-(Heavy) Tank.

 

Scouts are cheap bully units I didn’t discuss them too much. But they are one of the most efficient melee units if tad glasscannon. I’d wager 2-3 Intercessors Squad and 2 Tactical Marines Squad of 10 Man would be a good base line of Troops

I've been in that thread and not to sound dismissively, but it's not what I'm looking for. Mathhammer is unreliable at predicting outcomes accurately until you utilize a massive example set. Thats why I was asking for experiences. Single anecdotes are useless, I know, but enough of them can provide patterns.

I've been in that thread and not to sound dismissively, but it's not what I'm looking for. Mathhammer is unreliable at predicting outcomes accurately until you utilize a massive example set. Thats why I was asking for experiences. Single anecdotes are useless, I know, but enough of them can provide patterns.

Fair enough (through I do discuss my experiences and in thread. Others do as well). But in all seriousness, that thread more or less existed because I wanted something to point to when I had said my personal experience with X not get told “well annodate” (and I was bored). The standard caveat I give all fellow Marines, skewed prospective is skewed because I am a Templar; Intercessors and your Tactical equivalent make a good core. You want to avoid the common mistake of 5 Man MSU Tacticals (when not Razor Spamming). It’s hard to explain but the difference in durability between One 10 Man and Two 5 Man, for whatever reason I found better in 10 Man Squads. I suspect its because 5 Man Squads take less firepower to kill individually than then ten Man. So they tend to die to what can be described as left over fire.

 

10 Man in contrast take dedicated fire to dislodge and not left what you have left over. Your force should start with 2 10 Man Tacticals and 2 5 Man Intercessor Squads. Or turn one of the Tactical Squads into a Scout Squad. You need some form of bodies on board. 40 Wounds in Troops I have found in my experience tend to be the minimum you want if you want some kind of reasonable and acceptable board prescence. (My army does does 48, 2 14 Man Crusader and 2 5 Man Intercessor). I tend to have 10-15 wounds left in Marine Troops at the end of the game.

 

Other infantry, it depends on how your regular troops fair and role. Intercessors are for 100 Points (compared to their Vang/Assault pay 10/20 points more for double wound count and similar damage output. The extra wound I have found worth it every day of the week, and turns an otherwise glasscannon into something durable. Bikers I have used, their mediocre. Best thing is I have found they are distraction carnifexes, that road bumps enemy movement by just existing. They are similar to Scouts in that regard.

 

Devies are solid backfield. Terminators are fill a gap and one of the few Marine units not requiring aura’s to be at optimal ability. I prefer Reivars sense two Squad of Reivars cost about the same as a Squad of Assault Terminators. Assault Terminators are better and shine vs heavy armor and elite units due to AP. It’s all the tool you need. I’d say a good start is 2 Tactical And 2 Intercessors then either 2 Reivars/Scout Or 1 Terminator. Make a good baselines

  • 3 weeks later...

Intercessors get better with every game I play. Great stats for their points as a base troop, and AP1 rapid fire weapon with improved 30" range is very useful. If you have the points it is worth spending up for the Power Weapon on your sergeant, but the auxiliary grenade launcher is meh.  Adding FNP to their two wounds makes a unit of five exceptionally resilient given their newly reduced points cost.

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