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I love my Heavy Intercessors and usually run a squad in both my SW and BA lists. No fancy combos but they are a solid unit and my opponents usually either give up trying to wipe them (meaning I claim whatever Objective they are sitting on) or has to dedicate way more firepower than they were planning to shift them.

 

Plus the models look really nice! :biggrin:

 

gallery_82363_15236_157203.jpg

 

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44 minutes ago, Karhedron said:

I love my Heavy Intercessors and usually run a squad in both my SW and BA lists. No fancy combos but they are a solid unit and my opponents usually either give up trying to wipe them (meaning I claim whatever Objective they are sitting on) or has to dedicate way more firepower than they were planning to shift them.

 

Plus the models look really nice! :biggrin:

 

gallery_82363_15236_157203.jpg

 

large.20250730_141450(1).jpg.dc33a5a07ad

Yep. They always tank D1 attacks like it’s nothing, which forces them to use much heavier weapons than they’d like in order to kill them.

On 12/31/2025 at 12:26 PM, Inquisitor_Lensoven said:

Yep. They always tank D1 attacks like it’s nothing, which forces them to use much heavier weapons than they’d like in order to kill them.

I expect my opponent to have some S5 D2 ish stuff for Anti-Marine which is already working uphill vs T6 Gravis so making them choose between HINTs or Aggressors first is a nice push play. 

1 hour ago, Tacitus said:

I expect my opponent to have some S5 D2 ish stuff for Anti-Marine which is already working uphill vs T6 Gravis so making them choose between HINTs or Aggressors first is a nice push play. 

For me that would’nt be much of a choice.

 

either the aggressors are in advance and charge range and the bigger threat, or the HIs are the bigger threat.

52 minutes ago, Inquisitor_Lensoven said:

For me that would’nt be much of a choice.

 

either the aggressors are in advance and charge range and the bigger threat, or the HIs are the bigger threat.

The Aggressors are almost always in Advance and Charge range with Calgar and the Blade of Ultramar. 

  • 2 weeks later...

The video didn’t touch on supplement codexes and their detachments, so I’m looking at the BA detachments to see if there’s any unexpected goodness there for HIs.

 

angelic inheritors is looking pretty good for them.

fall back, shoot and charge. Yes please.

Reroll 1s to hit and wound? Yes please.

reroll charge and advance rolls? Ok.

strats

strike now for glory- sustained 1, not bad.

 

Liberator Assault Group +1A +2S makes them unexpectedly fighty if they get the charge.

not super good in melee, but good enough it may make your opponent decide they need to send a dedicated melee unit after them instead of trying to bog them down with chaff.

Strats

angelic grace- 5+++ makes them even more tanky

Savage Echoes- +1A or +1S or both.even if they get charged makes them again, surprisingly fighty

Relentless Assault- fall back and shoot or charge, or both. Fall back deliver some devastating fire, then charge in for that bonus to mop up survivors.

 

Not great, but if you’re not hyper focused on your melee units for Strat support you can likely surprise your opponent with HIs in a blood angels army with some interesting buffs they weren’t expecting to get hit with.

 

14 hours ago, Inquisitor_Lensoven said:

angelic inheritors is looking pretty good for them.

fall back, shoot and charge. Yes please.

Reroll 1s to hit and wound? Yes please.

reroll charge and advance rolls? Ok.

strats

strike now for glory- sustained 1, not bad.

My only problem playing them in AI was their size because I think max squad size benefits the most from AI/character, and I like running a bunch of infantry in AI. It was hard to navigate around all the Gravis bodies. I still really like them for AI; I just think they'd peak in a more elite list than I've been using. Like a bunch of Sanguinary Guard, Death Company with Jumppacks, and Bladeguard backed up by HI. Less bodies and jumppacks make mobility easier.

The new Bastion Task Force gives them some nice buffs.  Blades of Valor on a Captain attached to a HINT squad makes them an actual assault threat (my biggest complaint about them being that the Sergeant doesn't have a CCW option).  And because they're not great in CC normally, the base detachment bonus is great for them to fall back and shoot.  Oh, and if someone tries to kill them with an anti-tank gun, Angels Defiant keeps them reasonably tough.

I also like the enhancement giving them Precision (Eye of the Primarch) on an Apothecary Biologis.  Use the stratagem to give them Lethal Hits and you've got a unit for dealing with Enhancement Carriers and other enabling characters.

 

I guess the downside is, why not just try to kill the whole unit?

14 minutes ago, jaxom said:

I guess the downside is, why not just try to kill the whole unit?

 

This is always the issue with snipers in general. However some characters to deliver disproportionate amount of damage and come embedded in tough squads who normally keep them alive to dish the damage. In a recent game, my Wolf Guard Headtakers chose Abaddon as their quarry target. Normally his Terminator bodyguard would take a while to chip through but with Precision, I managed to but Abby down before he could attack. Without him the Terminators just didn't have the damage dealing power to cut through the Headtakers.

6 hours ago, jaxom said:

I also like the enhancement giving them Precision (Eye of the Primarch) on an Apothecary Biologis.  Use the stratagem to give them Lethal Hits and you've got a unit for dealing with Enhancement Carriers and other enabling characters.

 

I guess the downside is, why not just try to kill the whole unit?

You can try to kill the whole unit after you make sure the buffing character is gone.

 

for example, if you want to charge a unit of SG w/ captain then sniping the captain will make your melee much more effective if you can kill him.

7 hours ago, jaxom said:

I also like the enhancement giving them Precision (Eye of the Primarch) on an Apothecary Biologis.  Use the stratagem to give them Lethal Hits and you've got a unit for dealing with Enhancement Carriers and other enabling characters.

 

I guess the downside is, why not just try to kill the whole unit?

Because you want to kill the character first, usually because the enhancement makes it harder to kill the unit. 

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