Riddlesworth Posted August 3, 2020 Share Posted August 3, 2020 My group is playing a lot at 1000 points so there's where our list building is right now. Using Successor tactics as a Ravenguard Successor: Bolter Fusilafes and Whirlwind of Rage Patrol Detachment Primaris Chaplain on Bike: benediction of fury, Master of Sanctity, hero of the chapter, wise orator (2CP), litanies: catechism of fire, mantra of strength Indomitus Captain: warlord, master of ambush Incursors x5 Incursors x5 Aggressors x5: boltstorm Inceptors x5: assault bolters Eradicators x3 General principles: Incursion missions tend to have a lower rnumber of objectives, so the incursors will concealed positions onto 2 of them. the aggressors and captain will go between them so they can support either unit with shooting and CC to continue holding those objectives. The chaplain (using the legends profile for now) and the inceptors are the mobile harassment brick who will shoot, charge, withdraw, shoot and charge again thanks to the chapter litany. eradicators will go into SftS and deep strike 9.1 inches away from something that doesn't like melta guns. Questions I have: 1. Whirlwind of Rage. Apparently the selection of this trait means that the dice gods will punish me for only ever rolling 6s on wound, save, morale and advance rolls. I have seen very little return over 6 games from the tactic, despite statistically it being +1 to WS in the first round of combat - greatly helping the aggressor counter charge. What other successor tactics are going to be suitable for this style of play? 2. The Captain. The army does not need a captain aura for bolt weapons. He's there to help the aggressor rerolls in combat and caddy MoA and because he's pretty. the indomitus LT might be a better choice. If I keep whirlwind of rage, that may be all the aggressors need at this points level for hits and i have freed up 105 points for.......more incursors? bladeguard to support the counterpunch? a 6th aggressor to then combat squad? I wouldn't run 2x3 inceptors and catechism of fire. The auras still work though, so maybe switching to canticle of hate? The Chaplain could easily take MoA and be the warlord, so the deployment of the aggressors still happens. Link to comment https://bolterandchainsword.com/topic/365654-codex-marine-list-incursion-1000-points/ Share on other sites More sharing options...
Alcyon Posted August 5, 2020 Share Posted August 5, 2020 Hey Riddlesworth, nice to run into you outside the RG forum. I've always been a little surprised by your devotion to Bolter Fusillades but I guess your army does run a lot of bolters. I was thinking between the Captain and Chaplain you have enough buff characters not to need them, or you could run a Lieutenant over the Captain to save points like you suggested. Re: CTs, I think you could run Hungry for Battle, Stealthy, even Master Artisans until the nerf hits - all of those would be more useful. I'd keep Whirlwind of Rage, I think you've just been unlucky, but keep in mind you want to maximize attacks with it and you have a lot of minimum size units. Master Artisans might be better in the short term. Tactical Withdrawal would be good if you were running Outriders over Inceptors. I also think your list has only one anti-tank unit; I'm leery of charging units like Aggressors into tanks because they take mortal wounds if it explodes. I would consider maybe some Las Fusil Eliminators or even a 5-man unit of Hellblasters with those extra points, though the latter really benefits from a Captain. Riddlesworth 1 Back to top Link to comment https://bolterandchainsword.com/topic/365654-codex-marine-list-incursion-1000-points/#findComment-5578711 Share on other sites More sharing options...
Riddlesworth Posted August 5, 2020 Author Share Posted August 5, 2020 Hey Riddlesworth, nice to run into you outside the RG forum. Pleasure :) I've always been a little surprised by your devotion to Bolter Fusillades but I guess your army does run a lot of bolters. I was thinking between the Captain and Chaplain you have enough buff characters not to need them, or you could run a Lieutenant over the Captain to save points like you suggested. Re: CTs, I think you could run Hungry for Battle, Stealthy, even Master Artisans until the nerf hits - all of those would be more useful. I'd keep Whirlwind of Rage, I think you've just been unlucky, but keep in mind you want to maximize attacks with it and you have a lot of minimum size Funnily enough, bolter fusilades came about because I didn't want to use captains - my 8th ed HQ of choice was chaplain and librarian (especially after faith and fury). It kinda dictates the army selection but when the core of a primaris army is aggressors and the 4 troops options with bolters, it does help out a great deal. Now I'm taking the captain for the model and the chaplain could take the +1 to hit aura, perhaps its time to retire bolter fusilades. Tactical withdrawal is interesting, but spending warlord trait, litanies and chapter tactics to be white scars with 2 units makes me wonder whether I should just use white scars..master artisans is always solid until the nerf. The captain might be worth it if I'm willing to spend the chapter master CP I also think your list has only one anti-tank unit; I'm leery of charging units like Aggressors into tanks because they take mortal wounds if it explodes. I would consider maybe some Las Fusil Eliminators or even a 5-man unit of Hellblasters with those extra points, though the latter really benefits from a Captain. The inceptors can pull some anti tank duty if necessary - with the litany active they put 6 wounds on a T7, 3+ target, which isn't horrible in a pinch. The chaplain is 5 attacks at S7, ap-2, 4 damage with mantra of strength up. Should force 2 wounds through for 8 damage So I have emergency anti tank. Hellblasrers with captain or plaasma inceptors are an option. Hell, i have 6 suppressors on the shelf. Appreciate the insight. Think some further testing is required Alcyon 1 Back to top Link to comment https://bolterandchainsword.com/topic/365654-codex-marine-list-incursion-1000-points/#findComment-5578735 Share on other sites More sharing options...
Riddlesworth Posted August 6, 2020 Author Share Posted August 6, 2020 Tactical Withdrawal would be good if you were running Outriders over Inceptors. So some theory crafting and testing went into this last night. Both games included Outriders and an extra incursor unit as my opponent had 1250. I figured if i was dropping bolter fusilade, using the aggressor block to anchor the middle of 2 objectives and loving the captain model, I might as well spend the 2CP for chapter master. Also dropped benediction of fury and took Vox Espiritum. We played on the smaller board size and that 9 inch bubble is MASSIVE. fit the incursors, aggressors and outriders into it. Game with Rapid Assault - didn't SftS the eradicators and enjoyed a 20 inch threat range sitting behind the incursor line on the objectives and getting chapter master rerolls. Also allowed the inceptors a bit more movement for pinching objectives. At a bigger game size, adding swift and deadly is definitely an option for the chaplain. Also makes auto bolter intercessors super attactive at higher points levels. Game with Tactical Withdrawal. With chapter tactic and chapter litany, having inceptors, outriders and chaplain shoot, charge, withdraw, shoot, charge was heinous. Became a real hammer and anvil style army as on Turn 1, i was holding 2 objectives, with an aggressor block sitting in between them ready to support both. Incursors get a lot of work out of the chapter tactic and rules combo. Then there is a mobile block of fast moving, high shot and attack volume troops with a brutal punch in the middle that can dip in and out of combats when they need. Almost made me want the litany extending warlord trait, but i wouldn't give up wise orator at this point. Again, I'm feeling swift and deadly would add an extra dimension for tagging units with outriders, but also giving the aggressors the ability to reach out of that middle zone and punch (plus sticking it on the vox espiritum guy...) Its morphing into a White Scars/Raven Guard hybrid. I'm not opposed to that. Alcyon 1 Back to top Link to comment https://bolterandchainsword.com/topic/365654-codex-marine-list-incursion-1000-points/#findComment-5579138 Share on other sites More sharing options...
Alcyon Posted August 10, 2020 Share Posted August 10, 2020 I've heard some surprisingly mixed things about Outriders, their small unit size and mere 3+ save apparently makes them kind of vulnerable, and their bases are so big now it can be hard to maneuver them on the new tables with tons of terrain. I'm still going to build and paint mine, and if they're good I'll definitely be going with a Master of Sanctity on a bike with Swift & Deadly and Wise Orator. With that and Canticle of Hate I expect to be able to get him, his Outriders, and any deep-striking units into combat no problem. On the other hand I might end up wanting to field more infantry models, and the speed might not matter so much if I'm facing armies with more bodies that can spread out to cover objectives. If that's the case I think I might run a Terminator Chaplain and some Termies instead since they do seem well pointed right now. Have you gotten the chance to play any more games? How are things going? Link to comment https://bolterandchainsword.com/topic/365654-codex-marine-list-incursion-1000-points/#findComment-5582115 Share on other sites More sharing options...
Riddlesworth Posted August 15, 2020 Author Share Posted August 15, 2020 (edited) there have been some.....alterations. due in part to my now 0-7 run Have tested outriders a bit more. They dont hit as hard as people think they do, even with chaplain backing, they need other buffs. White Scars and blood angels seem.to run them pretty well with their combat attributes but without the super doctrine/tactics, I've found them solid for screening the smash chaplain. Which in turn has meant ineeptors not being tied to him. That's made secondary picks easier as scramblers is a really easy 10 points - Turn 1 incursors in no mans land, turn 2 inceptors in opponents deployment zone, turn 3 incursors in my deployment zone. The biggest challenges I've found have been the following: - list doesn't need 2 characters, it needs bodies. - at this points level, troops really have to do work. Intercessors are just the superior choice. - eradicators do not need to outflank or deep strike on a 1k board. It is very small and using recommended levels of terrain, they can hide. Also they kill primaris real good. - achieving my goal of holding two objectives and forcing the fight to come to me with a mobile component to contest is really easy. The problem is when my opponent turns up turn 1, 2 at the latest (because the board size is super small) with all their offensive stratagems, super doctrine buffs, harlequins speed etc. I get panel beaten. Whats driven that home is my most recent games. I played the exact same list but as a salamanders successor. Dropped the warlord trait from the captain. Just having access to +1 to wound on a stick in the shoot and fight phase, the overwatch strat, the +1 to save strat etc. Meant that instead of the 40-50 point whuppings I'd taken in the previous 5 games, I lost by 10-15 points. One might argue that its because I'm getting better as a player, but damn those strats help Edited August 15, 2020 by Riddlesworth Alcyon 1 Back to top Link to comment https://bolterandchainsword.com/topic/365654-codex-marine-list-incursion-1000-points/#findComment-5586116 Share on other sites More sharing options...
Alcyon Posted August 19, 2020 Share Posted August 19, 2020 I found similar things, played a 500pt campaign game last week with 2 characters and I really wished I'd taken a third squad instead. You just need more board presence and every point counts. My opponent had Scarabs, Immortals, Destroyers and a Skorpekh Lord which was a ton for the points level. Link to comment https://bolterandchainsword.com/topic/365654-codex-marine-list-incursion-1000-points/#findComment-5588395 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now