Jump to content

Ultramarines Incursor Tactica


Prot

Recommended Posts

Hey guys,

 

Well I broke down and pre-ordered a box (plus 2  of the Impulsors which I had planned on). As I look at them, I wonder how many of you would see these guys in your lists? What kind of synergies do you think we have with them specifically? Do you give them a thumbs up or down? (IE: will you just be using them as Infiltrators?)

 

We're looking at 10 points more for 5 of these guys (Basic load out) vs. Basic Intercessors.

 

What do we get for this? Infiltration, not with an anti deepstrike bubble but perhaps one squad of these guys would replace one of your Infiltrator squads?

 

We get Smoke Grenades. I confess I often forget to use these but really should be more aware of it. The odd time I've used it, people tend to not want to shoot at these guys at all.

 

Plus un-modifiable Occulus bolt carbines. (No plus or minus to hit allowed.) it's obvious this is great against Tau for one, AdMech, Nurgle (Daemons or CSM), Alpha Legion, Eldar, Culexus, etc, etc. Since these are rapid fire 1, 24" Ultra's do have the advantage of running and gunning with these.

 

The interesting part here to me is the Paired Combat blades. Adding in Shock Assault... I'd really like to see these guys in a larger squad, pushing up with a pair of Invictor Warsuits. (unmodified 6 to hit = 1 extra hit). 

 

Finally we have the 10 point mortal wound Haywire mine.  I'm kind of on the fence about this. Basically the squad has to prime it during movement. It has the same damage potential as a Smite, except +1 Mortal wound if a vehicle sets it off. I actually thought at first it would be good to set a few of these around a critical objective marker in the appropriate scenarios, but then I thought combined with the combat blades, against something like Tau, it might be a good idea to wait until you're in charging range of the gunline and start dropping mines in their deployment once their chaff is gone. This could get annoying.. heck you could get lucky and finished off 3 wounds on something trying to escape close combat. 

 

What are your thoughts on these guys?

 

 

 

 

 

 

Link to comment
https://bolterandchainsword.com/topic/359307-ultramarines-incursor-tactica/
Share on other sites

I like the mine. It's not so powerful in killing potential but it's strong in 'force the enemy to do what you want' potential.

 

Throw some mines where you don't want someone to go, and they can choose to walk somewhere else or eat 3-9 MW. Funnel into kill box, deny objective, protect flank, "overwatch" bonus..

I think the mine has significant potential, but definitely to manipulate your opponent's choices, not really for the killing power. Even something as simple as placing it in an objective while your squad sits on it just makes it that much harder for the opponent to clear it in melee, and even if they shoot you off the board they still would have to sacrifice some wounds to take it back.

 

Personally I love the idea of a squad dying, but still being a thorn in enemy's side for the rest of the game by forcing hard choices.

 

I think that would work like I'm thinking, right?

I really like the mine and plan on building at least two squads with mines with whatever army I end up going with. Forcing as many decisions on your opponent as you can will increase the likelihood of them making mistakes. When they make mistakes, we gain advantages. 

I think 10 Incursors near a Phobos Chapter Master (maybe holding the Reliquary of Vengeance) is really interesting.  Gene Wrought Might and Squad Doctrine can make a pretty potent unit in Assault right from Turn 1.  You can add much more to it if you want.

 

Someone mentioned it in the White Scars forum, but a tactic here is if you can buff up the Incursors with various defensive buffs (including Smoke Grenades) and get them right in your opponent's face, then cast Shrouding on say some Infiltrators behind them, you may screw up your opponent's Shooting Phase since they have to target beefed up Incursors.

 

Could be an interesting "onion layer" style attack where you have Incursors right up front buffed up, non-targetable Infiltrators behind, and then Intercessors behind that rapid firing from 30" range

I think 10 Incursors near a Phobos Chapter Master (maybe holding the Reliquary of Vengeance) is really interesting.  Gene Wrought Might and Squad Doctrine can make a pretty potent unit in Assault right from Turn 1.  You can add much more to it if you want.

 

Someone mentioned it in the White Scars forum, but a tactic here is if you can buff up the Incursors with various defensive buffs (including Smoke Grenades) and get them right in your opponent's face, then cast Shrouding on say some Infiltrators behind them, you may screw up your opponent's Shooting Phase since they have to target beefed up Incursors.

 

Could be an interesting "onion layer" style attack where you have Incursors right up front buffed up, non-targetable Infiltrators behind, and then Intercessors behind that rapid firing from 30" range

 

Very interesting idea to get some extra mileage out of the unit, but the funny thing is as I read this it really feels like something Reivers should inherently have as bonus abilities.

I've been thinking about the Incursors I posted about above a bit more, and I actually think it's a pretty solid tactic. You are throwing a ton of bodies at an opponent right from Turn 1, which is significant disruption that I think a lot of UM lists (that focus on the moving castle) lack. This is particularly dangerous for UM in my opinion because of:

 

  • Sons of Guilliman - don't even have to have a Chapter Master around to fish for 6's
  • Squad Doctrine - can apply Assault Doc on Turn 1
  • Fall Back and Re-engage - Very nice in certain circumstances, I can think of many applications here
  • Rapid Redeployment - Very helpful for when your opponent deploys 2nd to get Incursors in a valid spot
  • Standard of Mccragge Inviolate/Reliquary of Vengeance - mobile ways to add attacks
  • Codex Discipline - +Ld helps with units of 10, and provides additional utility if falling back needed (remember the Incursors' guns ignore the -1 to hit for falling back...)
 

Now you can go absolutely crazy here with throwing resources at buffing the Incursors, but I'm not sure that's the move.  I feel like it's best used as a cheapish but potent alpha strike unit that forces the opponenet to deal with 20 wounds of 3+ save right up in their face, instead of the advancing line of Intercessors lead by Calgar or Guilliman. Not only that, but you can use their footprint in addition to things like Psychic Shackles or Tremor Shells in conjunction with this to really hem in the opponent and contribute to board control. Throw in an Invictor or 2 and things can get weird quickly.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.