Jump to content

Recommended Posts

 

 

Caveat on any further posts I make: I'm a massive Incursor fanboy. Best primaris troop for me.

 

 

 

amen-brother.jpg
 
 
******
As a BA guy, Incursors are hands-down the best Troops choice IMO.
 
Hidden Content
 
They are the rare option that gives you effective utility. Yes, Assault Intercessors do melee better and other units do shooting better, and other units can Infiltrate....but only Incursors gives you solid capability in all of those fields at the same time. 
 
-ignore cover when shooting (effectively AP-2 in TacDoc)
-AP-1 on melee attacks (speaks for itself)
-can be deployed directly onto OBJ
-can be -1 To Hit with Smoke Grenades (now Stratagem)
-can do D3 MW to any unit that charges them with the new Haywire Mine ability
 
Edited by Indefragable

Oh do they also have smoke? That’s extremely good then.

 

I think I’ll field at least five incursors. I’m considering an infantry spam list and chucking ten of these guys onto forward objectives, possibly with an invictor or two as well. This kind of thing forces an opponent’s hand I think.

Oh do they also have smoke? That’s extremely good then.

 

I think I’ll field at least five incursors. I’m considering an infantry spam list and chucking ten of these guys onto forward objectives, possibly with an invictor or two as well. This kind of thing forces an opponent’s hand I think.

I have to admit that they do look very good. I think you have already identified the key to using them successfully which is to support them with other T1 threats. 5 or even 10 Incursors will not last long, even with smoke if they deploy relatively close to the enemy. However if you back them up with an Invictor or two and possibly a pod dropping something nasty then you have potential.

I never paid for the haywire mine when it had a physical model. Did anyone ever use it effectively?

I used them a couple times along side the ravengaurd mine strat to try dealing up to 6 mortal wounds to some unit.

I don't think the mine is worth it. On average, if someone charges you, you're paying 5 points per wound you cause. But that becomes way less efficient considering that you go first in half your games and probably charge these guys at something, and also people might just shoot them instead of charging them. I'd take them at 5 points and I would be pretty happy if they'd become a strat like smoke and melta bombs. I suppose they might deter vehicles from charging you, which is relevant if we see lots of dreads on the board now.

I found the old mine to be worth it. I usually placed it near/on an objective and dared anything to go and claim it. Sometimes it worked as a decent deterrent, but regardless it was the source of quite a lot of fun to place the mine-model on the table.

The new mine however... no, I probably won't bother with it. It's useless if you charge yourself, or the Incursors get shot of the table, and not that many units want to charge a unit of Incursors to begin with. There's also *no* fun involved with it what so ever.

I'm actually quite sad about the change. Not only is it worse, but they removed the "fun"-aspect of it altogether. :unsure.:

Yea. I guess it turns it from a model used in-game to an extra piece of flavour for the kit.

 

I'm wondering if GW are reversing their decision to make every single thing on the sprues have a rule? Like the Armourium Cherub. 

i never paid the points for the mine in the first place. to now have to pay CP for it in addition, even if its easier to use, means it probably stays on the bench for me

You don't pay CPs for it.

 

The mine might not be completely useless, on reflection. It isn't going to do anything against other marines but it could be an issue for characters and armies like harlequins - who look pretty strong right now. I think it's probably in the territory of something that you could take if you wanted, but not that you need to take.

Bears mentioning, since i havent seen it mentioned in thread yet - that because they lost the exploding 6s ability, and dont have the +1 attack of the combat blade ability-  its not as much of  a "no-brainer" - despite it having some great plusses. 

 

Smoke is a little "meh" - because only one unit can use it- when you're being shot at and if you have infantry and vehicles, i have a feeling you're going to want to be protecting your vehicles. 

Edited by Morticon

 

i never paid the points for the mine in the first place. to now have to pay CP for it in addition, even if its easier to use, means it probably stays on the bench for me

You don't pay CPs for it.

 

 

 

 

That's what I get for skim reading reviews while waiting for my codex. I saw that smokes had moved to strat and lumped in mines too.

 

If you're using incursors primarily to hold points, it might be worth adding on because it makes flipping the objective a bit more threatening, but given the inflexibility of primaris weapons options/points, it becomes an easy cut if you're over, or an easy add in if you're like, 50 points under

Bears mentioning, since i havent seen it mentioned in thread yet - that because they lost the exploding 6s ability, and dont have the +1 attack of the combat blade ability-  its not as much of  a "no-brainer" - despite it having some great plusses. 

 

Smoke is a little "meh" - because only one unit can use it- when you're being shot at and if you have infantry and vehicles, i have a feeling you're going to want to be protecting your vehicles. 

You're right that vehicles would probably get the smoke first. I think there's a decent argument for going all infantry though, and in that case suppressors (or infiltrators) could make good use of smoke.

 

It's not a game-breaking ability but it's something. Between smoke and the bomb, a unit of these guys are a bit awkward to remove.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 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.