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So what are we thinking for troops now?

 

Scouts are still cheap, but they're staying at 1W and 4+ sv. Pig-stickers and pistols, or the newly buffed shotguns? Bolters seem... meh.

 

Tacticals are going to 2W, but only 2ppm cheaper than Intercessors, once you add special/heavy weapons they'll probably be similar or even more expensive.

 

Intercessors in general seem like the way to go if you don't need the points, with ABR Intercessors getting a buff in the form of the grenade launchers being a new weapon instead of a grenade.

 

EDIT: minor change to title and tags.

Edited by Paikis
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https://bolterandchainsword.com/topic/366093-troops-after-updates/
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Good thread, actually !!! 

 

To be honest, I feel like the Troop slot has been blown WIDE open. 

 

 

I've been making lists with Tactical marines for the first time in ages since the news (with 18point factored in).

 

I think a marine squad in a Rhino, Pod or Terrrax is going to be such a great, solid choice when you factor their special weapon options. 

 

Intercessors are amazing still, but with their limited movement ability, in 2k game boardss, its tough to get the most out of them unless youre running smaller squads and Impulsors, which get pricey quickly.  

 

230 Points nets you a Multimelta, a Melta, a Combi Melta and a Fist with 10 guys- thats solid. "Tactical" -i feel. For 210 you have intercessors and a fist. I believe a lot will come down to what the rest of your army looks like. 

Las-caddy tacs are likely to make it back into lists at 105 points and 10 wounds for 5 guys.  

 

 

Counterpoint to the mobility of Intercessors. With their range and the smaller board size, they still have a good threat range. Just sit them on a backfield or mid board objective and they can still cover a good area. Dependent on terrain of course. But they may not need to be mobile to be effective. 

 

But I agree. All the troops options are very good. It will depend on what you want them to do and what the rest of your list does. Infiltrators/Incursors are good at putting pressure on your opponent in turn 1. Infiltrators are also good at zoning out your own backfield. Tactical marines can be equipped to fill any role. Intercessors still do what they've always done. Assault Intercessors will be good for taking and holding midboard objectives or disrupting your opponent's plans by charging in forcing them to deal with it. 

I am actually impressed that it is going to be a real struggle to choose Troops now. All the options look useful with no obvious winner.

 

I agree with BlueJayJunior that a lot will depend on what you are trying to do with the rest of your list. Personally I like the look of a squad or two of Infiltrators/Incursors to get a foothold in the midfield for T1. Then our nasty melee units can drop in easily.

 

A Drop Pod with 2 x 5-man Tactical squads might be a useful option to drop in on T3 once our melee units have thinned the enemy slightly as we can get 2 10-wound ObjSec units to contest objectives. Although the new scoring mechanisms might make that less appelaing.

I’m still all about the Incursors though they may no longer be the clear winner with all these changes.

 

 

I dunno, bud.  Not sure if you saw, but their paired blades now have -1AP - this makes them much more exciting !!!

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