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Fortis kill team setup


BLACK BLŒ FLY

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I have decided to run this unit as follows:

 

Intercessor Sergeant - auto rifle & power sword

4x Intercessor - auto rifles & grenade launcher

2x Inceptor - assault bolters

Agggresssor - bolt weapons

Comes in at about 237 points I think, spits out 10 bolter SIA, 12 heavy bolter shots, and 6+1D6 bolter shots. Can advance and fire without penalty and can fall back and still shoot.

 

Looks like a great infantry mulcher with a couple decent combat weapons that could surprise in a counter charge. Two slim chances to output mortal wounds on the charge - not something to bank on, but a cool benefit if it happens. Super mobile elements in the squad let you move two models pretty freely and still maintain coherency if you need to space out differently for screening. Lots of cool tiny tactical tricks in this package I think.

 

Have you run em yet?

Why two Inceptors? I have the same team but with one more Aggressor. I see the same with the combat squaded bike squads when people take two VVs.

 

Is there a reason to do so?

 

In the case of the Vanguard Vet/Bike Squad, I think the purpose of the VVs is to act as protection against high strength, high AP multi damage weapons with storm shields while also allowing the unit to fall back and still shoot. Two such models just ensures redundancy for the former, not necessarily the latter. Redundancy is a comfortable feeling for most marine armies.

 

This Fortis squad differs from that approach a little bit as it avoids going max size, ostensibly to reign in the points expense and help maximize CP generation (though I'm just wildly speculating here). I don't think it's there for redundancy as such, and probably there for another reason...so let's wildly speculate more until Black Orange comes back to share :wink:

 

For this, I think it's probably just to add extra heavy bolter equivalent shots over the dakka provided by the Aggressors. The choice to double up there instead of with Aggressors suggests a specific purpose for the unit - one that is constantly on the move (so the Aggressor never gets to Storm of Fire or whatever), and thus the higher quality shots are found to be much more desirable.

"This Fortis squad differs from that approach a little bit as it avoids going max size, ostensibly to reign in the points expense and help maximize CP generation (though I'm just wildly speculating here). I don't think it's there for redundancy as such, and probably there for another reason...so let's wildly speculate more until Black Orange comes back to share."

 

Pretty much all this. :)

 

I used this against a daemonbomb army starting it on the table and it was erasing chaff left and right. The Agressor is there for volume of shots, Inceptors have a lot of shots as well plus a bit more punch.

I'm in the early stages of list building and am looking at running 2 10 man fortis teams.

1 with 5 assault bolts, chainsword sergeant, 3 bolt aggressors and 2 bolt inceptors

 

The other with bolt rifles, 3 plasma inceptors and 2 bolt aggressors.

 

I'm thinking the toughness 5 boost will be handy, the assault squad can advance everywhere and spit bullets as required. While the plasma squad will either teleport or beacon into tank hunting range.

 

Are 10 man squads too much for the fortis?

I'm in the early stages of list building and am looking at running 2 10 man fortis teams.

1 with 5 assault bolts, chainsword sergeant, 3 bolt aggressors and 2 bolt inceptors

 

The other with bolt rifles, 3 plasma inceptors and 2 bolt aggressors.

 

I'm thinking the toughness 5 boost will be handy, the assault squad can advance everywhere and spit bullets as required. While the plasma squad will either teleport or beacon into tank hunting range.

 

Are 10 man squads too much for the fortis?

 

Definitely not. Maximum size squads benefit the most from Doctrine strats. The biggest issue is the CP generation sacrifices you have to make when spending that many points on a couple troop squads. Depends on what's most important to you. I really like the large squads, personally.

 

I like the mix you have here, too. I'd personally still run auto bolt rifles in both simply because of the 18'' sweet spot on the range for the T5 boyos. Both squads want to get into range quickly. 

This is just me, but I think the big picture is more important than the fishbowl view of a squad.

 

For example, since I play almost entirely Deathwatch Infantry lists (no allies), I typically suffer from Close Combat issues. So my Fortis squad of that design really enjoys having 3 Aggressors, and 1 Inceptor for all those fist attacks. Depending on the opponent, I drop casualties first from the Intercessors (to get squad toughness to 5) and then usually the least useful of the big boys. 

 

I even typically take one flamer gauntlet Aggressor with the 2 Bolt gauntlet dudes. It's never 100% correct one way or the other, but it doesn't disappoint me either. 

 

The obvious thing people think of is getting to overwatch with the fire gauntlets which is definitely a plus, however with the Auto Bolt Rifle load out, I am (if needed) advancing full tilt, and quite often able to flame something on the run. 

 

The biggest problem I have with the unit as a whole is the lack of SIA. It's our bread and butter and I actually think it should come into play on the Boltstorm; at least to some degree. I have many games where certain opponents just bounce the Boltstorm.

 

So I'm always partial to my mixed Hellblaster Fortis, but the dakka Fortis has some important roles. It's hard as heck to move off an objective for example. 

My army list is Blood Angels - Custodes - Deathwatch. My vet squads are a little choppy but that is just some gravy. I really need the Deathwatch to clear chaff quickly. I wish I could take a bigger Fortis squad but I just don't have the points.

 

Q: Auto rifles can use SIA ?

Yeah auto bolt rifles can, with the 24" assault 2 there is no need for rapid fire worries.

 

Lemon dish I get what you mean with the assault variants but with deep striking them in I can rapid fire at ap-2 at 18" OR be a little closer and still rapid fire 2+ wounds. Also I like variety

Here would be my ultimate Fortis Kill Team:

 

Intercessor Sergeant - Auto Rifle & Power Sword

4x Intercessor - Auto Rifles & Auxiliary Grenade Launcher

3x Inceptor - Assault Bolter

2x Agggressor - Bolt Weapons

 

Now the squad counts as T5 and Intercessors die first. There’d be Watch Captain (Jump Pack-Thunderhammer-Stormbolter-Bane Bolts) shepherding them. Maybe I’ll drop my Blood Angels Detachment so I have the points to flesh this out and give it a test run. Thoughts?

My only comment would be the grenade launcher isn't going to do anything 99% of the time. The idea is to keep these guys moving, unfortunately the buff from the aggressors only apply to assault and heavy weapons so if you advance can't shoot the grenade. Otherwise I am running the same unit minus the power sword for points

I tend to go with the normal rifles but I do teleport them into max Rapid Fire range and sit back and cry as I wiff. Never tried to run them up the field, how long do they last usually if they foot-slog?

 

I've never really seen the benefit in dropping a unit within range of the very weapons they have the least capability to survive against, which (perhaps coincidentally) gain the most efficiency by doing so. Rapid fire plasma hurts the crap out of Primaris due to no easy access to an invuln and no easy access to fnp. Dropping just within 18'' turn 2 for kraken double tap on that target means the opponent magically and suddenly has a great target appear right in front of them to use those D2, high AP weapons on. The benefit of the kraken is no different than advancing auto bolters and firing Vengeance (still two shots at AP-2). Not sure that's a good use of Teleportarium, personally. 

 

Now, acting as ablative wounds to Hellblasters? Completely different story, but the stars of that particular show are the Hellblasters in that case. 

 

I find the auto bolt rifles, specifically for Deathwatch (thanks entirely to SIA), and accompanied with 1 to 5 Aggressors, tend to give me a really mobile unit that's great for contesting and camping objectives and punching holes in screens. I drop the storm bolters into the hole, because they're far more resilient and efficient against a lot of the return fire. I've recently begun running 4 of the 6 man version for board control and screening. With Librarian support they've been pretty resilient in cover and don't attract a ton of attention because it takes a lot to dig them out and there are other, more important targets to handle in the early goings. 

So I’ve been trying the assault style fortis team above (2 of them with just one aggressor and one inceptor) and a captain for the rerolls. So far it’s not bad for an early screen/push to the important parts mid table unit.

 

My question is would the plasma inceptor be better then the mini heavy bolter version? Points wise it’s higher, but taking that out of consideration, would it be a better option?

 

Also I agree with the aggressor bolter needing SIA. Even with 12 shots it’s fairly meh compared to the SIA.

It really depends on the rest of your list. What I have found is that say two Inceptors with plasma are not going to do enough damage to be worth it .

 

Yeah. this.

 

Also, boys before toys.  Hell, i only run 1 inceptor at most anymore.  theyre just so expensive.  But i also dont really need the hbolter shots

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