L30n1d4s Posted August 15, 2020 Share Posted August 15, 2020 Given the recent news about all SM non-vehicles units (except maybe Scouts and Servitors) get the "2W base" treatment (and models like Terminators getting 3W base, according to the rumors), thus bringing the Legacy Marine and Primaris Marine lines much closer together in terms of both stats and points cost, I think GW might need to do a little work to make sure that all of its Astartes infantry choices are unique enough to be considered a realistic option in competitive gaming. This is especially true for Loyalist Space Marines, who now will have 24 distinct Infantry units (excluding Servitors, and all the single model Character options): TROOPS: -Tactical Squads **Intercessors **Assault Intercessors **Infiltrators **Incursors ELITES: -Scout Squads (rumored to be moving to Elites choice) -Company Veterans -Terminators -Assault Terminators -Relic Terminators (rumored combination of Tartaros and Cataphractii TDA into a single unit) -Vanguard Veterans -Sternguard Veterans -Assault Centurions **Reivers **Aggressors **Bladeguard Veterans FAST ATTACK -Assault Squads **Inceptors **Suppressors HEAVY SUPPORT -Devastators -Devastator Centurions **Eliminators **Hellblasters **Eradicators Looking at all these, if all infantry except Scouts have 2W base, elite/heavy infantry like Terminators/Bladeguard/Gravis Armor have 3W, and ultra-heavy infantry like Centurions have 4W, then it seems to me that there are a couple different units which seem to compete for the same role within a SM Army: 1) Baseline "shooty" Infantry -- Tactical Squads and Intercessors -- Now that Tactical have 2W and (it appears) 30" Bolters, the only difference between them and Intercessors is +1A for the Primaris models and different weapons/war gear options (i.e. HW/SW for Tacticals, different Bolt Rifle variants for Intercessors). 2) Mobile "skirmisher" Infantry -- Assault Marines and Reivers -- Now they both have have 2W and +1A weapons, both have the option to Deep Strike, Reivers have a few Leadership Manipulation tricks and special grenades, ASM have 12" moves and SW options, but generally they fulfill the same basic roles of mobile "bully" units. Overall, it seems ASM are better, with more options, -1AP on their attacks, better mobility, and not competing in the Elites FOC slots. 3) Long-range "fire base" Infantry -- Devastators and Hellblasters -- While their weapon options are different, in many ways, now that they have 2W, Devastators seem to outclass Hellbasters in most scenarios, especially with the upcoming Improvements to Heavy Weapons, their access to various transports like Razorbacks and Drop Pods, and the fact that they are not paying points for an extra +1A that will rarely benefit a long-range shooting unit. So, given that the Legacy Marines seem to outclass their Primaris "counterparts here, perhaps GW can give each of the Primaris units a small rules boost to make them a viable alternative (i.e. kind of the like the special rules that Eradicators, Eliminators, Outriders, Suppressors, Incursors, etc. have been given). My thoughts are as follows: 1 - Intercessors -- Let them, once per game, increase the strength of their Bolt weapons to S5 in the shooting phase while within half range of their targets. This helps them maximize their effectiveness at closer ranges and allows them a unique role from Tacticals, who are generally built around supporting a HW or SW/Combi-Weapon pair. 2- Reivers -- Let them re-roll all 1s to Hit and 1s to Wound against Infantry models. This lets them operate independently of Captain/Lieutenant support (as per their fluff of fighting deep behind enemy Ines), helps them improve their damage output against backfield typical units, and makes them a viable alternative to Deep Striking ASM squads. 3 - Hellblasters -- Let them get an extra hit for every unmodified 6 to Hit roll they make when shooting. This helps them with their volume of plasma fire, which is what distinguishes them from Devastators and gives them a unique role to play (i.e. dealing with lots of high durability models, like say 2W Astartes, 2W Nobz, 4W Grotesques, etc. etc. instead of taking on a single big Monsters/Vehicles with multi-damage weapons like Lascannons, Missile Launchers, Multi-Meltas, etc.) Link to comment https://bolterandchainsword.com/topic/365953-unique-and-useful-roles-for-all-sm-infantry/ Share on other sites More sharing options...
Lukoi Posted August 15, 2020 Share Posted August 15, 2020 I don't think you're considering the increase in cost the legacy marines are likely to eat, and additionally, as much as I like distinctions, I don't think Primaris need any more buffing at this point, either from a fluff or competitive standpoint. Especially not the latter. Some other factions need to be caught up a bit before we start giving Primaris even more latitude than they already enjoy imo. Lucerne, Volt and Kallas 3 Back to top Link to comment https://bolterandchainsword.com/topic/365953-unique-and-useful-roles-for-all-sm-infantry/#findComment-5586268 Share on other sites More sharing options...
Tyberos the Red Wake Posted August 15, 2020 Share Posted August 15, 2020 Incursors have always felt like the most superfluous unit in the entire game, created only to sell a dual-kit for the multi-part Infiltrators. Link to comment https://bolterandchainsword.com/topic/365953-unique-and-useful-roles-for-all-sm-infantry/#findComment-5586290 Share on other sites More sharing options...
Minsc Posted August 15, 2020 Share Posted August 15, 2020 Intercessors are already good, buffing them further just because Tacticals become a viable choice of a sudden is just blatant powercreep. Intercessors don't become worse just because Tacticals get better, and since they already have +1A and better weapons they should cost more by default, and less if the Tacticals start investing in Special/Heavy/Combi-weapons.Regardless of what ranged weapons you give your Tacticals, the Intercessors will still be better att killing 1W-infantry and punching stuff that dares get to close, which makes them unique enough in my book.Reivers I do agree with that they need... something. Their "shtick" right now seems to be the cheapest Primaris-Infantry. Yay? Can they get some rule for their CC-weapons at least? AP1? Poisoned Attacks? 6's to wound become AP3? Anything? Incursors have always felt like the most superfluous unit in the entire game, created only to sell a dual-kit for the multi-part Infiltrators. They are a ...peculiar unit, but I do like my Incursors. Their special rules might now always do anything, but when they do you're probably glad you had them, and they're better in combat than (non-veteran) Intercessors and Infiltrators. And placing a Haywire Mine near an objective in 9th is hilarious. :P MegaVolt87, Iron Father Ferrum, Volt and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/365953-unique-and-useful-roles-for-all-sm-infantry/#findComment-5586301 Share on other sites More sharing options...
Alcyon Posted August 18, 2020 Share Posted August 18, 2020 Don't forget Intercessors have access to a range of stratagems Tacticals don't; those are special rules not visible on their datasheet. I don't think GW sees Space Marines as one big army with a lot of options - I think many players are leery of fielding firstborn and primaris side by side, and there is a lot of overlap between their units. I'm glad GW has made this 2w change and weapon updates to help keep people's firstborn armies viable but I think crossover will be rare outside a few specific units or min/maxed lists for tournament play. Link to comment https://bolterandchainsword.com/topic/365953-unique-and-useful-roles-for-all-sm-infantry/#findComment-5587887 Share on other sites More sharing options...
Blindhamster Posted August 18, 2020 Share Posted August 18, 2020 Incursors have always felt like the most superfluous unit in the entire game, created only to sell a dual-kit for the multi-part Infiltrators. Blood Angel's forum disagree and generally view them as one of the best troop choices during 8th Link to comment https://bolterandchainsword.com/topic/365953-unique-and-useful-roles-for-all-sm-infantry/#findComment-5587910 Share on other sites More sharing options...
Snazzy Posted August 18, 2020 Share Posted August 18, 2020 Scouts moving to Elites would put me in a bind, as they are the only Troops i've used since 5th ed. On the other hand, a lower point cost from losing ObSec would be nice. Link to comment https://bolterandchainsword.com/topic/365953-unique-and-useful-roles-for-all-sm-infantry/#findComment-5587940 Share on other sites More sharing options...
9x19 Parabellum Posted August 18, 2020 Share Posted August 18, 2020 I'll say this: I'm glad, with flamers getting buffed up to 12", that I made a unit of infiltrators to push back that reserve distance to over 12". Alcyon 1 Back to top Link to comment https://bolterandchainsword.com/topic/365953-unique-and-useful-roles-for-all-sm-infantry/#findComment-5587944 Share on other sites More sharing options...
TheNewman Posted August 18, 2020 Share Posted August 18, 2020 Incursors have always felt like the most superfluous unit in the entire game, created only to sell a dual-kit for the multi-part Infiltrators.Blood Angel's forum disagree and generally view them as one of the best troop choices during 8thI wouldn't go that far, but I sure as heck used my Incursors more than I used my Infiltrators in 8th. Finding the extra points for the Infiltrators was always a struggle. Link to comment https://bolterandchainsword.com/topic/365953-unique-and-useful-roles-for-all-sm-infantry/#findComment-5587979 Share on other sites More sharing options...
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