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Hey Guys

 

I am a WS player and I am gonna try to add a heavy intercessor squad to my roster, but I am having a difficulty figuring out, what to arm them with... I am going to use them as a objective holder/taker as the games I am used to play are inclusion, which so far has meant sweep and clear rules (once you control an object, it remains yours until your oppoment takes it), and I "feel" they would do a good job doing that.
I also feel, that it would makes most sence to arm them with hellstorm bolt rifles, as they would yield a larger amount of hits than heavy bolter rifles, but I would also like them to be able to take down some MSU or better which would mean using executor bolt riles since taking down MSU (thinking of SM here) has been complicated with the AoC rules...

Tactically I will try to keep a primaris chaplain close by so that Catechism of Fire (+1 to W rolls for a range unit againt nearest enemy unit) so that they may deliver some push, but I am still not sure...

Kindy, what do you think?

All help is appreciated :no:

 

Edited by Commander Nicky

I use the 3 shot variant and heavy bolter

 

bht the executor variant is good if you’re planning on holding rear objectives with them

Edited by Inquisitor_Lensoven

I like the Heavy ones, and to sit them in the back onjective, providing ok fire support that's not good enough to spend a lot of effort removing, but good enough they usually make their points back. 

Disclaimer: Black Templars player

I think a minimum unit with 5 hellstorm rifles can do a lot. High enough volume and decent enough strength to threaten a fair range of targets, can still move and fire at full BS so they can react to enemy maneuvering and not lose accuracy. Can advance and shoot (at -1 BS) to get additional range, as well. With the volume of fire, core buffs from units like captains and redemptors really make a difference.

I don’t bother with the heavy bolter unless I’m playing with PL. -1 to hit from moving isn’t always a huge deal since there are special rules and cover that will already do that, but for 10 points? No thanks.

The other weapon variants don’t interest me as much, despite the better damage or AP. Doesn’t mean they’re poor choices, just not my preference.

I tend to use mine aggressively but they still often secure backfield objectives. 30” is plenty to reach most of the board, and forcing the enemy to close the distance can be advantageous in and of itself.

Edited by Khornestar

I use mine with the Assault 3 bolters and find they do vey well moving up to take midfield Objectives. Armour of contempt has made AP-1/2 weapons a bit flaky. I either go for masses of low-quality shots or jump straight to AP-3 or better. IMHO they are a bit wasted camping in the backfield but it can depend on your opposition. Just take care to keep them out of melee range. They have virtually no close combat ability and cannot even take a melee weapon on the Sergeant.

gallery_82363_15236_157203.jpg

Close combat isn’t totally a lost cause. They can tank hits and have a reasonable amount of attacks, but won’t be dealing too much damage. Far from their desired role, though.

That being said, no melee weapons on the sarge is a huge letdown. I hope there’s a melee gravis unit one day.

Edited by Khornestar

And it depends on the chapter, of course. With Templars, Suffer Not the Unclean to Live causes auto-wounds on 6’s to hit. Doesn’t mean they’re gonna be wrecking knights and such on their own, but there’s a save to roll, buddy.

Not gonna pretend their fists are as good as say, a bladeguard’s sword, but the more saves that have to be rolled, the more the wounds pile on.

  • 2 weeks later...

Thanyou very much guys :thanks:

As I wrote in the begining, I am playing games where my guys can move from object-to-object-without-it-counts-as-loosing-it, so I think I will stick with the 3'shots assault :biggrin:.
Another question I would like to ask:  Does it makes sense to not include a heavy assault gun (the one with 4 shoots) on a 5 man White Scars unit? As WS, they do not get the penalty for moving and shoot assaults weapons as they advance (so are able to advance every round and shoot) but if there is a heavy assault gun guy they cannot if he is to shoot too...This being due to the heavy assault gun being a heavy (can't advance AND shoot) and not an assault weapon.
My question being: Are Heavy Intercessor (WS or otherwise) fast enough and the range and volume of fire from the assault weapons good enough that you would not bother to include a heavy assault gunman? Or is the heavy assult gun that good, that it is worth the leaddown of speed (you cannot advance and even if you are moving, the heavy assault gunman will have a -1 penalty to shoot...)

I had a game last night, and throwing out 15 S5 shots is not something many SM units can stand up to 

personally I see no reason not include the hvy bolter.

since you can walk off the objectives and still count as holding them, I see no reason not to use them to capture other objectives. 
 

 

Edited by Inquisitor_Lensoven

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