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Indomitor Kill Team: The "Bully" squad reborn


Qui-Gon

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So, with the new Indomitor Kill Team as a tool in our arsenal, alongside the full gamut of SM and DW stratagems, warlord traits, and units, I think it time to discuss ideas and combinations. And this is not going to be a reprisal of "oh just take eradicators and win." That strategy is valid, but not the focus of this discussion.

 

So, for those who are new, let me explain what I mean by "the Bully squad reborn."

 

Previous book we would form the core of our Kill Team around the basic Intercessor, equip to taste, and just rush the middle of the board, ignore move and fire penalties, and charge various units with abandon because we had inceptors for FB/Shoot and a hammer/fist sergeant to supplement the aggressors. With the aggressor ability to double shoot that squad was death. Now, that's gone, but they still have plenty of teeth.

 

The above notion would run typically for 335 for 25 T5 wounds, and very respectable melee and shooting power for a troop squad.

 

Now, I present to you the new Bully squad:

 

Indomitor Kill Team:

1 Heavy Intercessor Sergeant w/ heavy auto bolt rifle (hellstorm bolt rifle)

4 Heavy Intercessors w/ heavy auto bolt rifle (hellstorm bolt rifle)

2 Aggressors w/ flamestorm gauntlets

2 Aggerssors w/ boltstorm gauntlets & fragstorm grenade launcher

1 Inceptor w/ assault bolter

Optional: Aquila/Furor/Malleus Specialisms

 

350-385 pts

 

Stratagem support:

Transhuman Physiology (Only wound on 4+)

UITFOTF (+1 save vs D1)

Brotherhood of Veterans (Choose another CT)

Disruptive Launch (FB/Shoot)

Teleportarium (setup in deep strike)

Specialist Loadout (shoot SIA, become heavy 1)

Priority Doctrine Adoption (choose doctrine to use)

Auspex Scan (shoot something coming in)

Genewrought Might (6s to hit in melee auto wound)

 

Character Support:

Watch Master / Captain (Rites of Battle)

Librarian (Psychic Spells)

Chaplain (Litanies) [Master of Sanctity and Warlord trait]

Apothecary (6+++ and revival) [Chief Apothecary and Warlord trait]

Ancient (Morale support and fight/shoot if die)

 

Psychic Spells:

Librarius: Veil of Time (RR Charges & AFF)

Librarius: Psychic Fortress (5++)

Xeno: Premorphic Resonance (+1 to hit Overwatch, AFF, +1 to hit first turn of combat if being charged)

Xeno: Fortified with Contempt (5+++)

Xeno: Mantle of Shadow (can't shoot unless closest)

 

Litanies:

Litany of Hate (rr all melee)

Catechism of Fire (+1 to wound shooting)

Exortation of Rage (+1 to wound melee)

Recitation of Focus (+1 to hit shooting)

Canticle of Hate (+2" charging & 6" pilein)

 

Warlord Traits:

Vigilance Incarnate (Extra battlefield role to RR 1s vs)

Nowhere to Hide (Ignore Cover)

Optimized Priority (Shoot and not break action)

The Ties that Bind (Double Obsec)

Brilliant Strategist (act as doctrine previous)

Architect of War (if in cover ignore AP -1)

 

Relic Support:

Dominus Aegis (5++)

Beacon Angelis (Midgame Teleport 1/game)

Vorkhan - Pattern Auspicator (+1 to hit Fly)

Tome of Ectoclades (re-roll vs datasheet 1/game)

 

Its core function is still the same: push the center of the table, flood one target with shooting, and if need be follow up in melee. The aggressors are split 2/2 so you have some anti horde blast, and some anti charge overwatch options available. Inceptor to enable fall back and shoot. You could also pay 2 more CP to swap to white scars to fall back and charge so you pay a total 3 CP to fall back and give them hell and charge back in or something else.

 

Each of the stratagems, character, warlord traits, etc. should be obvious what they can provide, the trick is selecting what you want to do with it.

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So, with the new Indomitor Kill Team as a tool in our arsenal, alongside the full gamut of SM and DW stratagems, warlord traits, and units, I think it time to discuss ideas and combinations. And this is not going to be a reprisal of "oh just take eradicators and win." That strategy is valid, but not the focus of this discussion.

 

So, for those who are new, let me explain what I mean by "the Bully squad reborn."

 

Previous book we would form the core of our Kill Team around the basic Intercessor, equip to taste, and just rush the middle of the board, ignore move and fire penalties, and charge various units with abandon because we had inceptors for FB/Shoot and a hammer/fist sergeant to supplement the aggressors. With the aggressor ability to double shoot that squad was death. Now, that's gone, but they still have plenty of teeth.

 

The above notion would run typically for 335 for 25 T5 wounds, and very respectable melee and shooting power for a troop squad.

 

Its core function is still the same: push the center of the table, flood one target with shooting, and if need be follow up in melee. The aggressors are split 2/2 so you have some anti horde blast, and some anti charge overwatch options available. Inceptor to enable fall back and shoot. You could also pay 2 more CP to swap to white scars to fall back and charge so you pay a total 3 CP to fall back and give them hell and charge back in or something else.

 

Each of the stratagems, character, warlord traits, etc. should be obvious what they can provide, the trick is selecting what you want to do with it.

Been putting a setup like that in some brainstorm lists I've been working on.  I settled on 1 less boltstorm aggressor and added a 2nd inceptor, opting for a little better shooting, felt 12 powerfist attacks were good enough.  Lends the squad slightly better to popping into WS CT if wanted too, getting a few more shots while charging something.  While I like the powerfists, aggressors being so mediocre pushes me to split ti 2/3 instead of 4/1.  Thats just my opinion and on theory crafting at that since haven't been able to test anything obviously.  Will see where I settle I suppose, just adding my thoughts on this since I have been adding squads like that to my theory craft lists for a bit. 

 

I also like 5int/5 outrider w/o combat squadding, use 1 int as fodder, then take the next hits on 1 outrider until it dies.  Means apothecary bringing a unit back is 4 wounds, or taking advantage of healing 3 wounds if they drop it to 1.  Squad sits at t5 30 wounds (just like the indom team) and puts out monstrous amounts of shots and combat attacks.  Putting out a much greater quantity of attacks so suited for killing troops/horde.  Downside is 2 wounds/4 wounds so multiples of 2.  However in some ways that makes them a better target for 5+++ since any FNP save is a full model save.  IE if you make a 5+++ on 4 damage from 2 plasma shots, you still die.  If you make a 5+++ on the 4 wound it needs 3 plasma shots now.  Every FNP even on an Int vs 2 damage weapons still bumps it to 2 shots.  To put that in perspective if you make 1 FNP on every outrider and no FNPs on int it requires 20 plasma shots to go through to kill this squad off every FNP on an int adds 1.  For comparisons sake it takes 20 plasma shots to kill the indom kill team, unless you get luck making 2 FNP on a single model, and that only adds 1 shot each time you pull that off.  So FNP on them is quite good, as is the ability just bring a 4 wound model back since survival rate with FNP is pretty similar with bringing an outrider back is a bigger deal.  Its a little cheaper too coming in at 325 with no upgrades to the int sgt.  Add 10 if you want 4 power fist attacks on first round of combat.

 

I feel throwing 60 t5 wounds on the middle of the table is pretty annoying to try to deal with, never mind the rest of the army being built around them.

 

Edited by GrinNfool
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Cool idea. I was thinking a different take on something similar.

Basically 2 Indomitor Kill Teams with 3 Boltstorm Aggressors, 1 Flamestorm Aggressor, 1 Assault Bolter Inceptor & 4 Executor Bolt Rifles with a Executor Heavy Bolter.

Was thinking I’d combat squad them and use the Heavy Intercessors to hold rear objectives then march the 8 Aggressors/2 Inceptors into the middle of the table, supported by the Indomitus Captain, Chaplain, Librarian, Chief Apothecary & 2 Redemptors.

Probably run the Dominus Aegis on the Captain, if it turns out you’re allowed to do that.

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Cool idea. I was thinking a different take on something similar.

Basically 2 Indomitor Kill Teams with 3 Boltstorm Aggressors, 1 Flamestorm Aggressor, 1 Assault Bolter Inceptor & 4 Executor Bolt Rifles with a Executor Heavy Bolter.

Was thinking I’d combat squad them and use the Heavy Intercessors to hold rear objectives then march the 8 Aggressors/2 Inceptors into the middle of the table, supported by the Indomitus Captain, Chaplain, Librarian, Chief Apothecary & 2 Redemptors.

Probably run the Dominus Aegis on the Captain, if it turns out you’re allowed to do that.

 

Quite expensive (1435 p), resilent but probably a bit too much for this level of firepower.

 

Nevertheless I'll probably change Chaplain with Techmarine to boost Redemptors.

 

I really like however the indomitor, but probably its resilency must be extended to its maximum, then combat squad it's not a good option. Heavy Intercessor are good ablative wounds for Aggressors. 

 

I'll make two Indomitor team, one with aggressors and the other with 5 eradicators and spend 2 cp to use them in the teleportarium. 

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I can see a good indomitor KT being a mix of Heavy intercessors and Eradicators wmith added 1/2 Aggressors to act like "sergeant"

Heavy intercessors act like ablative wound and aggressors punch enemies that charge the unit to death

 

Or just 5 heavy intercessors to un lock 5 troop inceptors for flying plasma fun

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Was looking at something similar myself with wm providing full rerolls, Libby for 5+ fnp, Capt. with shield relic for 5 invun, chief apoth for easy Rez and maybe an ancient.

2 squads with 5 heavy intercessors and 5 aggressors (still favour combat) cost 730, characters total 478 (tempted by terminators with Chaplin in Corvus but torn between terminators (440 for terminators with hammer and shield in Corvus, Chaplin in ta with SB is 98) and vets with pw's)

 

4 HQ is pricey but supreme command with watch master as warlord doesn't cost cp so lets me maximise support, wouldn't use watch master but his rerolls are much better still.

 

Think we should lean toward infantry in this codex though, redemptors are fun and I have a pair but ven dreads are still the best anti armour none transport tank/walker we have at that cost and just shy 400 point troop squads are damn costly.

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Was looking at something similar myself with wm providing full rerolls, Libby for 5+ fnp, Capt. with shield relic for 5 invun, chief apoth for easy Rez and maybe an ancient.

2 squads with 5 heavy intercessors and 5 aggressors (still favour combat) cost 730, characters total 478 (tempted by terminators with Chaplin in Corvus but torn between terminators (440 for terminators with hammer and shield in Corvus, Chaplin in ta with SB is 98) and vets with pw's)

 

4 HQ is pricey but supreme command with watch master as warlord doesn't cost cp so lets me maximise support, wouldn't use watch master but his rerolls are much better still.

 

Think we should lean toward infantry in this codex though, redemptors are fun and I have a pair but ven dreads are still the best anti armour none transport tank/walker we have at that cost and just shy 400 point troop squads are damn costly.

 

You cannot use the Supreme Command Detachment for anything outside of: Primarch, Daemon Primarch, Supreme Commander.

Watch Master has none of those.

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