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DC Intercessors will be banned to the shelf. Got only so many points to spend in a list and there's other awesome stuff coming as well.

I don’t have access to BoB right now, but how specific is the keyword wording in the upgrade stratagem? Maybe assault intercessors meet the criteria?

 

 

It's not an upgrade Stratagem. DC Intercessors have their own Datasheet.

Considering there’s a section for blood angles and the question of weather or not they can use assault intercessors....

 

I’m really hoping that assault intercessors can be veterans, i can finally start my first company

Considering there’s a section for blood angles and the question of weather or not they can use assault intercessors....

 

I’m really hoping that assault intercessors can be veterans, i can finally start my first company

I think they will get the Primaris Intercessors keyword which is needed. 

 

 

DC Intercessors will be banned to the shelf. Got only so many points to spend in a list and there's other awesome stuff coming as well.

I don’t have access to BoB right now, but how specific is the keyword wording in the upgrade stratagem? Maybe assault intercessors meet the criteria?

 

 

It's not an upgrade Stratagem. DC Intercessors have their own Datasheet.

 

 

Oof, that's rough then.

I don't think it is a clear cut answer regarding what is "superior" in the Marine line.

 

Repulsors have great firepower but are less survivable than a Land Raider by quite some margin, both units transport different types of units and both are a points investment. Impulsors aren't cheap like a Rhino or Razorback but provide good transport and phenomenal movement across the board.

 

Intercessors, Infiltrators and Incursors all specialise on bolters killing infantry but are woefully outmatched against vehicles, heavy infantry and being really susceptible to degrading performance as the unit depletes, whereas Tactical squads are cheaper and easier to kill, but have great firepower and killing potential right up until they croak their last.

 

Assault Intercessors need to fit into Troops (if that's where they're going) which is fine, perhaps a little terminal for Incursors, but their key will be reaching combat.

 

I think Assault Intercessors will find a place in lists with a couple Impulsor squads and a few distractions for some turn 2 charging, but will be tough for us to use without other targets to distract the opponent.

 

Where I think Assault Intercessors will do best is with an assault force as additional numbers for relatively cheap. Vanguard Veterans can jump forward and will likely take the brunt of the enemy shooting and attention for their killing potential, which will still have an edge even when diminished. Support them with 10 Assault Intercessors and you have a mean assault force.

 

The biggest challenge to Assault Intercessors will come from not being in the Troops slot. If you're buying assault troops from other slots you're looking at Vanguard with Jump packs and Outriders. Maybe Reivers if they get FAQ treatment that makes them worthwhile again.

The issue more with the Impulsor is that there isn't really anything worth transporting in it. Scooting up some hellblasters is alright I guess, but Primaris are utterly lacking in real "punch" units like old marines with Vanguard/Sternguard or Terminators - or Smash Captains for that matter. They hit really impotently and even the Blade Guard are solidly mediocre due to hitting at S4 still with two damage being kinda meh on the platform considering all they're good for is bullying MEQ. That said, unless you combat squad tacticals with 4 plasma runs, 10 Intercessors with autobolters put the same amount of wounds on a leman russ outside of rapid fire range through sheer weight of fire. Granted it's a total of.... 1 wound on average.

Impulsors are great period. The 4++ on top of everything else is a sweet cherry on top.

A transport is only good if it can actually transport something that kills the crap out of the enemy when they disembark. Otherwise you're paying a premium to taxi something better left walking up the board.

They hit really impotently and even the Blade Guard are solidly mediocre due to hitting at S4 still with two damage being kinda meh on the platform considering all they're good for is bullying MEQ.

Lots of chapters have ways to buff that to S5, give +1 to wound, and/or reroll wounds. Combined with a 3++ save, I think they'll make a respectable combat unit. They're not the killiest thing around, but a 4++ Impulsor carrying 12 wounds of storm shields is hard to stop.

 

They hit really impotently and even the Blade Guard are solidly mediocre due to hitting at S4 still with two damage being kinda meh on the platform considering all they're good for is bullying MEQ.

Lots of chapters have ways to buff that to S5, give +1 to wound, and/or reroll wounds. Combined with a 3++ save, I think they'll make a respectable combat unit. They're not the killiest thing around, but a 4++ Impulsor carrying 12 wounds of storm shields is hard to stop.

 

Except there's superior options, so anybody who takes them in the first place is purposefully gimping themselves. Space Marines are awash in optimal elite choices and anything punching at S4 or shooting at S4 is at the bottom of a list comprising dozens of options. Because sure you could shell out for a chunky Blade Guard unit... or you could just throw together a smash captain and vanguard vet retinue and one-shot something critical in the opponent's army while dreadnoughts pump out more damage than the bladeguard are likely to deal all game. This is the issue with adding new units to any marine army, you need to make them compete with the existing options. Otherwise you're just left with another inferior entry that has no real function.

 

 

 

They hit really impotently and even the Blade Guard are solidly mediocre due to hitting at S4 still with two damage being kinda meh on the platform considering all they're good for is bullying MEQ.

Lots of chapters have ways to buff that to S5, give +1 to wound, and/or reroll wounds. Combined with a 3++ save, I think they'll make a respectable combat unit. They're not the killiest thing around, but a 4++ Impulsor carrying 12 wounds of storm shields is hard to stop.

Except there's superior options, so anybody who takes them in the first place is purposefully gimping themselves.

As Black Templars, what are my superior CC options? VVets are very fragile, Terminators haven't been good in a long time, Aggressors and Centurions are good but have serious delivery issues.

 

If I could field Sanguinary Guard or Wulfen, sure. I can't though.

 

 

 

They hit really impotently and even the Blade Guard are solidly mediocre due to hitting at S4 still with two damage being kinda meh on the platform considering all they're good for is bullying MEQ.

Lots of chapters have ways to buff that to S5, give +1 to wound, and/or reroll wounds. Combined with a 3++ save, I think they'll make a respectable combat unit. They're not the killiest thing around, but a 4++ Impulsor carrying 12 wounds of storm shields is hard to stop.
Except there's superior options, so anybody who takes them in the first place is purposefully gimping themselves.

As Black Templars, what are my superior CC options? VVets are very fragile, Terminators haven't been good in a long time, Aggressors and Centurions are good but have serious delivery issues.

 

If I could field Sanguinary Guard or Wulfen, sure. I can't though.

 

Vets are fragile but also have a 3++ and the bonus of deepstriking while wrapping a smash castellan. Terminators are most efficiently taken as Cataphractii with chainfists, they aren't incredible, but have become usable after stratagems were introduced with the latest update. Everything else however is basically a never-ending Dreadnought cuisine that Space Marines are strongest at, with dreads doing well either in shooting or melee.

Vanguard Vets are a great melee unit. Will they carry you through the game on their own like a super buffed Sanguinary Guard unit or a first turn charging Death Company unit? No, however they are good enough that you see them in competetive Blood Angels list together with the above mentioned units because the 3++ and the weapon options are actually pretty damn valuable.

Edited by Panzer

I really think that Bladeguard Veterans will play well to an Impulsor rush list (which SW/WS can already do pretty well). Those lists win on mobility, durability, and harassment, and are limited primarily by not really having anything other than Intercessors to put in the transports. Bladeguard fix that, and should have durability in spades. Yeah, they're not the killiest thing around, but I've got other units to do that part. (Although if the multipart kit gives them thunder hammers or something, this becomes a much different conversation!)

 

I sure plan to use a lot of them as BT. I don't need another glass cannon or another way for a missed deep strike charge to lose me the game; I need something tough and reliable to build those other things around.

natfka rumors said the Bladeguards will cost 35 points so I compare them to assault intercessor they are veterans so +2 points, Storm shild ~5 and Sword ~8. Maybe they really just normal 2 wound 3+ save units which would a bit annoying because a unit of 3 is not that good.

 

 

Impulsors are great period. The 4++ on top of everything else is a sweet cherry on top.

A transport is only good if it can actually transport something that kills the crap out of the enemy when they disembark. Otherwise you're paying a premium to taxi something better left walking up the board.

I disagree, but this isn’t a thread about transports. Assault Intercessors can kill the crap out of the enemy, but in the same way one could say the same about Intercessors. High volume of Str 4 AP-1 or AP-2 attacks. Having a unique melee threat which is not as obviously scary can be useful when it comes to target priority. I think they’re going to be the 3.5 edition assault marines of 9th edition.

They are a fluff unit .

 

 

I dont think so... As Black Templars you have a very potent Stratagem and (if the rumors are true ) they are 1 point cheaper for BT-players its quite clear that each unit in a Impulsor have to be played as Assault Intercessor. 

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