Prot Posted August 15, 2019 Author Share Posted August 15, 2019 I don't think the mines are that potent. Don't get me wrong. But in against the right opponent, and steering them with your infiltrating units, you can get decent mileage out of them. Aside from Feel No Pain type of mechanisms, they're pretty unavoidable. Link to comment https://bolterandchainsword.com/topic/357700-incursors-for-ultras/page/2/#findComment-5367582 Share on other sites More sharing options...
Lemondish Posted August 16, 2019 Share Posted August 16, 2019 These incursors intrigue me because you still can push back a deepstrike, and in theory, it could be on top of the mines. 1+D3 against vehicles I think. How close does your opponent have to be to trigger them? Do flyers trigger them? It's 3" to trigger them. I think Fliers can't trigger them, but I'd need to re-watch one of the reviews to check. I could well be wrong on that. Mortarion into close wombatIt's like a band name. Mortarion and the Marsupials. I didn't see anything in there about flyers not triggering the mine. Link to comment https://bolterandchainsword.com/topic/357700-incursors-for-ultras/page/2/#findComment-5367994 Share on other sites More sharing options...
Prot Posted August 16, 2019 Author Share Posted August 16, 2019 The Mines are an add on. I'm hoping the squad cost is fairly cheap. But I hear Reivers went down 2 points a pop making them the cheapest (?) Primaris you can field... and they also have a deepstrike advantage, but aren't a troop. Two things I forgot about: Incursors can't have their shots modified. I think this is decent but I do play against Tau.... a LOT. And they have access to that little Radar dish thingy. But the downside is it can only communicate the aura of a "Phobos" captain I believe. All in all, not a horrible unit. Well suited for the Tactical Objective so the guns have some meaning. As far a troop choice goes, not bad. +edit+ Also Incursors might work as a good firebase set up with the new Invictor Tactical Warsuit units. I'm looking at the flamer variant which would be an interesting annoyance factor with 2D6 hits plus close combat. The only question is the points? If it comes in at 160 that might be hard to justify. Link to comment https://bolterandchainsword.com/topic/357700-incursors-for-ultras/page/2/#findComment-5368278 Share on other sites More sharing options...
Lemondish Posted August 16, 2019 Share Posted August 16, 2019 The Mines are an add on. I'm hoping the squad cost is fairly cheap. But I hear Reivers went down 2 points a pop making them the cheapest (?) Primaris you can field... and they also have a deepstrike advantage, but aren't a troop. 19 ppm and 10 points for the mine. A squad of five with a mine will cost you 105. I'm looking at the flamer variant which would be an interesting annoyance factor with 2D6 hits plus close combat. The only question is the points? If it comes in at 160 that might be hard to justify. 131 for the flamer variety. Rocks not just the flamer, but fragstorm, heavy bolter and twin Ironhail stubbers. Link to comment https://bolterandchainsword.com/topic/357700-incursors-for-ultras/page/2/#findComment-5368432 Share on other sites More sharing options...
Prot Posted August 16, 2019 Author Share Posted August 16, 2019 That's pretty economical. I like it. When you say 131 for the flamer... what other weapons does that include? (I am assuming the Ironhail stubbers, etc is a different loadout choice?) Link to comment https://bolterandchainsword.com/topic/357700-incursors-for-ultras/page/2/#findComment-5368443 Share on other sites More sharing options...
Toxichobbit Posted August 16, 2019 Share Posted August 16, 2019 The loadout choice is incendium cannon (flamer) or twin ironhail autocannon. The two ironhail stubbers, heavy bolter and Invictor fist aren't optional. So I'd assume 131 includes everything. Link to comment https://bolterandchainsword.com/topic/357700-incursors-for-ultras/page/2/#findComment-5368464 Share on other sites More sharing options...
Lemondish Posted August 16, 2019 Share Posted August 16, 2019 The loadout choice is incendium cannon (flamer) or twin ironhail autocannon. The two ironhail stubbers, heavy bolter and Invictor fist aren't optional. So I'd assume 131 includes everything. Yes, plus the fragstorm. Link to comment https://bolterandchainsword.com/topic/357700-incursors-for-ultras/page/2/#findComment-5368678 Share on other sites More sharing options...
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