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Not to mention that a vehicle/walker list is always tough to deal with when you're playing an all-comers list. Even more so when you invest so heavily into troops ... then you can't do much else than trying to play the objectives while he tries to stomp you before the game ends.


You had two games against odd lists now. I'd really like to see how it fares against a "normal" list. ^^

Orks are a bit like Guard in that they can do everything all at once:

  • Tough Vehicles
  • SHOOTING
  • Hordes that can't be ignored
  • SHOOTING
  • Aura synergy
  • DID I MENTION SHOOTING?

Though I think Orks just got an absolute gem of a codex while marines languish with a half baked and not too interesting book.

 

Marines are billed as generalists and they are, but Orks can be a generalist army made up of specialists, if that makes sense? They can bring so much variety in so much numbers that they always have an answer. Their shooting now is just GROSS too, I can see Orks getting a lot of points or CP hikes in the Spring FAQ as they are super efficient right now.

  On 12/24/2018 at 11:26 AM, Charlo said:

 

Marines are billed as generalists and they are, but Orks can be a generalist army made up of specialists, if that makes sense? 

 

It makes a lot of sense and is the reason why those Codexes work better. It's better to have a unit who excels at only one thing and another unit that excels at a different thing than having two units that are okay-ish at both things.

I've learned that early with T'au. The books alway show them with ridiculous weapon loadouts and new player always copy that just to have the first feedbacks in forums be "don't mix those weapons on your Crisis Suits". ^^

 

If you specialise in only one thing you have to absolutely destroy your enemies with that thing or you're getting easily countered (example: T'au and Daemons), if you can do everything with every unit but none of them do anything well the enemy doesn't have to think too much about countering you because he can just do whatever and be better (example: Marines) but if your army can do everything but with the tasks being devided between different units it's much harder for the opponent to deal with everything and you are much more flexible with your list building.

I am planning on running a 1,500 pts list with Indomitus Crusaders, also Ultramarines.

This is the list I will be trying:

>>>Batallion

>Troops:

-6x10man Intercessor Squads, all with standard bolt rifles. For secondary weapons, the Sergeants have:

      -2 sgts have power fists

      -2 sgts have power swords

      -2 sgts have bolt pistols

 

>Fast Attack
-1x5man Inceptor Squad with heavy assault bolters

 

>Elites:

-1xPrimaris Standard Bearer with the Standard of The Emperor relic

>HQ:

-1xPrimaris Captain with Power Sword and Master Crafted Bolt Rifle
-1xPrimaris Leuitenant with Power Sword and Bolt Pistol


I do not expect to win with this list at all. But I do want to see how such a bizarre list performs. By making an entire list of intercessors, I can observe them a bit better in isolation. These games are an experiment more than anything. My answer to big units (such as vehicles and big monsters) is pretty much nothing. I will likely ignore big units and focus on what I can actually kill. Enemy troops in general shouldn't be too hard to kill. Even if I face Necrons, I have a feeling I can take out Necron troops. By taking out whatever troops my enemy brings, I might be able to contest objectives better.

Also I find it hard to believe that anyone will create a list geared towards taking out 60 intercessors. That's 120 MEQ wounds, all with obsec.

 

I will upgrade one or maybe two of the power first intercessor squads to veterans. I expect those two squads to be close to the enemy anyway, so the +1 attack as well as access to the rapid fire 2 stratagem (thus giving me 4 shots per bolt rifle prior to charging in) might be good for them.

Why take 10man intercessor squads instead of 5man MSUs? I want to make it hard for my opponent to earn multiple kill points per turn. In Maelstrom missions, you will sometimes get cards that say "Kill a unit, get 1 point. If you kill 3 units, get D3 points". 10man squads should also make first blood harder for the enemy to earn. Finally, because we are Ultramarines, we can use the Ultramarine stratagem that makes a squad of intercessors (or tacticals, but that's not applicable here) reroll all failed misses. This will probably be used at least once, since I will have to leave a squad behind to hold an objective and it might not be within range of my Captain.

Then the formation gives us all the second chapter tactic for one turn. To be fair, I don't think it will be worth it at all.

So, in short, I will hog objectives, kill nothing other than troops/hordes, try not to take losses, and see how it goes. My expectations are very low, I'm expecting to lose one Intercessor squad per turn and losing out on many opportunities because I just can't kill anything. Keep in mind this is 1500pts though. At 2000pts, I would be able to add 20 more Intercessors and a Tigurius in a patrol detachment, bringing us up to 80 intercessors. That's 180 MEQ wounds with obsec, and some psychic powers on top of everything else. I might even have some more wiggle room to drop the Inceptor squad and add more intercessors for even more obsec. I haven't actually made a 2000pt list with this philosophy so I can't speak on that yet.

If I get a game with my friend, I'll leave a short summary here. Maybe it will be useful,or entertaining to someone. And for those of you wondering "How the hell do you have so many intercessor models?", I will be playing through Tabletop Simulator, which is basically a physics engine with custom 40k models. My real life army has nowhere near that many intercessors, so tabletop simulator is good for experiments like these.
 

I'd be interested to see how it works with such large numbers of troops like that. A horde of Ultramarines.

 

Personally I think 30 Intercessors and the points for the other 30 on Hellblasters as the extra hitting power is ideal.

@Prot, I really appreciated your battle reports on the specialist detachment. One question I had was that it seemed you focused almost exclusively on the Stratagems in your breakdown, but didn't really mention anything about the relics or the extra warlord trait. Did you find those to be fun or useful?

 

@Ishagu I'd very much like to hear what you have to say about the crimson fist detachment once you get a game or two in.

  On 12/27/2018 at 6:12 PM, Prot said:

I always use the Relic banner, and use Calgar to recoupe the spent CP so I can't really comment on those items. :smile.:

 

You could have both Warlord traits for but 1 CP with Field Commander, in case you get the hankering to try any of these detachments again ;)

 

I definitely don't see much value with that relic banner over the other one, so I see your hesitation to even try that one as well. Thanks for the insight anyway!

Just had a 2k game with the following army, it was pretty surprising:
 

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Good to see how it worked out. I've always maintained Guilliman was built this edition for Primaris. Neither can go inside transports (oddly enough) in any practical sense and those Bolt rifles love his rerolls.

 

I'm still dubious as to the effectiveness of the Specialist Detachment outside Guilliman but that to me works how I expected - lots of Intercessors on the table.

 

A Captain and Lieutenant might make such a list work more effectively too.

Well it was also a weird mission where the DGs big guns couldn't do anything besides killing Intercessors and then Guilliman and the Repulsor got the drop on the DG so they could deal with Mortarion and lock the tanks in melee. Also partly a problem with the DG list having such a low model count I'd say.

 

I'm still waiting to see a representative batrep to judge the specialist detachment properly, but keep it coming. If anything it's entertaining to read. :D

  On 12/31/2018 at 3:29 PM, sfPanzer said:

Well it was also a weird mission where the DGs big guns couldn't do anything besides killing Intercessors and then Guilliman and the Repulsor got the drop on the DG so they could deal with Mortarion and lock the tanks in melee. Also partly a problem with the DG list having such a low model count I'd say.

 

I'm still waiting to see a representative batrep to judge the specialist detachment properly, but keep it coming. If anything it's entertaining to read. :D

I think it'll definitely have to come from an Ultramarine force since they have access to special characters that pump up their CP, something no other codex force has access to (yet...?).

 

For example, bringing Guilliman basically makes that whole detachment with two vet units free compared to any other codex chapter. That's before you even factor in his effect on their shooting.

 

Really need to get some better special character rules for the other codex chapters lol

  On 12/31/2018 at 3:41 PM, Lemondish said:

 

  On 12/31/2018 at 3:29 PM, sfPanzer said:

Well it was also a weird mission where the DGs big guns couldn't do anything besides killing Intercessors and then Guilliman and the Repulsor got the drop on the DG so they could deal with Mortarion and lock the tanks in melee. Also partly a problem with the DG list having such a low model count I'd say.

 

I'm still waiting to see a representative batrep to judge the specialist detachment properly, but keep it coming. If anything it's entertaining to read. :biggrin.:

I think it'll definitely have to come from an Ultramarine force since they have access to special characters that pump up their CP, something no other codex force has access to (yet...?).

 

For example, bringing Guilliman basically makes that whole detachment with two vet units free compared to any other codex chapter. That's before you even factor in his effect on their shooting.

 

Really need to get some better special character rules for the other codex chapters lol

 

 

Oh I don't mind it being Ultramarines and I don't mind Guilliman either. This is the Ultramarine subforum after all. ;)

For example with Blood Angels (if they could take it) the situation would've looked very similar, maybe even better since they could wound the tanks better in melee.

The issue was with the mainly the mission making the DGs turn way less efficient (no proper targets for anti-tank stuff), the opponent allowing everythign to arrive at once so it could get the drop on the only important things to kill in the opponents list (Mortarion and the Princes, the rest was not as much a thread or could be locked in melee easily) and partly the opponents list itself (way too much big stuff and not enough mass on the board even for a Marine army).

 

To the mission itself, I'm no fan for pickup games. It's a narrative mission that requires knowing the mission and whether you're attacker or defender before writing your list or else you're screwed since splitting your army and then have the rest coming in little by little makes it way too easy for the attacker with all-comers lists. You need something in the middle that can endure well enough until the reserves arrive and then reserves that are capable of pulling their weight without relying on others too much because you don't know what else you'll have on the board when they arrive.

The formation itself didn't seem that strong, but then again I only spent 3 CP total on it. Well, 4 CP, since I spent another CP on making the Captain a Field Commander in order to get the Indomitus Crusaders warlord trait alongside having Guilliman as my warlord. The second chapter tactic I used for one round was the Black Templars one, which is weird now that I think about it. My opponent had so much melee, and yet I picked the chapter tactic that let me reroll failed charges. I'm a big proponent of rapid firing an enemy and then charging in to finishing them off. Seems like Space Marines were kind of designed for this playstyle compared to other armies.

That 10man veteran intercessor squad though. If you can keep their numbers up at 10men (apothecary helps), you get 40 shots in rapid fire range. Not to mention the whole squad gets +1 A and +1 Ld for when they eventually make it into combat. So on top of those 40 bolt rifle shots, you get ~31 melee attacks afterwards, with 4 of those being a power weapon if the sergeant has one. If you can both leverage the rapid fire bonus and the subsequent charge, assuming the vet sergeant has a power weapon of some sort, I would argue that 2 CP is worth it. This doesn't take into account the other CP you spend on unlocking the formation and having a field commander, though.

I had another game with the same list as before (Guilliman, Repulsor, 55 Intercessors, Primaris Capt, Primaris Lib, Primaris Apoth, Primaris Standard Bearer). It was a very casual game against a friend who wanted to play.

 

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I have to say, I'm really enjoying this list. It's such a care-free list where you just walk forward and shoot until you're in charge range, and then charge in and roll melee dice. I almost feel like an Ork player. Best part is, this list has no complicated things for either you or your enemy to keep track of. There's no complicated shenanigans, there's no big combo. It's just straight forward and almost relaxing to play with so much Intercessors. Even if the enemy starts wiping out a whole squad, you're just... zen. You have nothing to fear. It's a really nice change of pace from playing armies where your whole strategy revolves around one irreplaceable unit or combination of irreplaceable units.

 

And I can't speak for my opponents, but the fact that I'm bringing no complicated rules for them to keep track of must be nice for them as well. Everything is super easy to explain to my opponent before the game starts and my psychic phase is basically just Might of Heroes on Guilliman. I don't know about you guys, but I always get lost when an enemy has a really complicated psychic phase with lots of spells, and I begin to lose track of what's going on. But I just cast one spell and that's it (sometimes I cast Null Zone on top of Might of Heroes). I'm not doing crazy combos, I'm not doing things where we have to spend a long time looking through the rulebook or anything. I'm just moving forward, casting one spell, shooting, charging, and that's it.  My turns are over super fast, too. I just have to roll a lot of dice, but I don't have to look up anything or think too hardly about anything.

 

It might not be competitive, but I'm starting to really like this list.

No, this is Tabletop Simulator. It's basically a physics engine where people can make/use models and cards for existing games. It's like having a virtual tabletop with a modding community that makes the content. Since my real life army is pretty small, I use this to test larger armies as well as models I haven't bought yet.

Just played another game. I think this is the last game I'll write about here, because at this point I'm not "experimenting" with this list anymore. I'm convinced that it is pretty good, especially in metas where people don't even think about countering a primaris horde army. Which I would imagine is most metas. I don't know how the list would do against tournament level players, but hey I'm not a tournament player.

I didn't take pictures nor write up a full battle report. My opponent was Necrons with 2k points. about 900 of those points were spent on two Necron pylon-things. I forgot their actual names. They were two gigantic models that could deep strike but were immobile after that. Each one was T8 and had 30 wounds, and a weapon that had basically infinite range, was artillery, had D6 shots, and each shot was 16 Strength (yeah...) and did like D6+6 damage at -4 ap. Basically, these two things were immobile Knights designed to take out other Knights.

The rest of his army were two command barges, 6 destroyers, 20 necron warriors, a cryptek, and some necron character that gave +1 to reanimation rolls.

I blobbed up my 60 intercessors (dropped the repulsor this time to add a redemptor dreadnought and more primaris intercessors) with Guilliman and just moved down the middle of the map. Turn 1 was bad for my opponent since his two deep striking knight-killers hadn't arrived yet. I mopped up his command barges, and lost like 3 primaris marines from destroyers. I was also moving forward. 

One more thing to mention: I used the Raven Guard chapter tactics on top of my Ultramarines chapter tactics with the field-commander primaris captain. So all my intercessors had -1 to being shot at for a turn. I find that this is the best one to pick unless you are performing an army-wide charge (in which case you can use the Black Templars one).

Turn two, his knight-killers deep striked on the top corners of the map (making it so that I could not feasibly charge both unless I split my army in two. Smart move by him). They shot at my primaris marines, and they were killing about 6 primaris marines per turn. This was because his weapons (he had two of them) were shooting D6 shots. He got pretty bad roles and his two 400 points each units were basically killing 3 primaris marines each. So... yeah.

I wiped out the rest of his necron units until the two knight killers on the opposite corners of the map were remaining. I focused on taking out one, walked up to it, charged it, and killed it. By that time, the game had already gone to turn 6 and my opponent conceded.

So, this game doesn't actually show us anything new. But it did reinforce the fact that most people do not expect a marine horde. When they bring big weapons meant to take out a single huge unit, those weapons end up being a huge detriment for them. The "biggest" target I had, aside from Guilliman who wasn't targetable, was a Redemptor Dreadnought. And that thing costs like ~160 points... that's less than a 10man intercessor squad. Sure, he killed it in one turn when his knight-killers came in, but after that he was killing 6 primaris marines a turn. And I had 60 intercessors alone. So how did my intercessors do? It turns out his massive pylons (which are immobile after they deep strike) make it so that I don't have to roll to hit against him in melee. My power fists (and my intercessors punching normally) were all auto hitting, so even though Guilliman failed his charge, I was able to take out a T8, 30W model. Especially since I was chipping wounds off of it all turn with krak grenade launchers and bolt rifles. If the two pylons (or whatever they're called) weren't placed so far apart, I probably would have been able to take out both before the game ended.

 

TL;DR: Primaris horde does really well against lists that bring mostly anti-knight weaponry.

 

EDIT: I have just realized that all of the games I ran with this list were done in an Annihilation format (meaning kill-points only). Maybe it might be worth doing more testing with objectives this time, but personally, I think I'm still done with testing the games and reporting them here. Mainly because I don't expect the results to be too different with objectives being thrown in. Hell, it might actually be better since we have 60 obsec bodies totaling 120 obsec wounds. Anyway, that's all the reports I'm going to write about the Indomitus Crusaders formation in this thread, at least, so hope this was insightful.

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