276°
Posted 20 hours ago

Games Workshop - Warhammer 40,000 - Space Marines: Assault Intercessors

£22.225£44.45Clearance
ZTS2023's avatar
Shared by
ZTS2023
Joined in 2023
82
63

About this deal

Intercessors can take bolt rifles and their auto and stalker variants. Stalkers, with AP -2 and 2 Damage, are heavy 1 but give you anti-armour punch and multi damage. Auxiliary grenade launchers cost nothing, but can only be given to gunners who are 16 points. They’re good for fragging mobs or throwing a Krak grenade at a target for D3 damage. When a friendly operative incapacitates an enemy operative, reveal this objective. At the end of the battle if this operative has incapacitated more enemy operatives than any of your other operatives, score a VP. If this operative has scored more than any of the enemy operatives, score a VP. S

You can decide to have a quieter turn 2, but normally the game will not allow it (i.e. you’ll put yourself in a hole you can’t dig out of), and if you only place 1-2 operatives in engage the enemy will most likely be able to finish them off with focused fire. However if you have 3-4 in engage it will become much more complicated for your opponent to accomplish that.

Books

You can change the load out on the sergeants to your tastes, and the example I’ve given is for Arena play. Powerfists have a reliable two damage output that will squish most things in the game, and hand flamers are a nice anti charge deterrent. You could give one sergeant a thunder hammer and the other an astartes chainsword if you wanted to put all your close combat multi damage on the combat specialist. Librarian ( Epistolary • Codicier • Lexicanum • Primaris Librarian • Vanguard Librarian) • Chaplain ( Reclusiarch • Primaris Chaplain • Judiciar) • Apothecary ( Primaris Apothecary • Helix Adept) • Techmarine ( Primaris Techmarine) I would go pure Martial Zealotry as I’ll be taking these as Blood Angels with the Aggressive and Dueller traits, which would give me Rending if I charge, and if I parry with a crit, parry a critical and normal hit. This, combined with Assault Doctrine, let’s Assault Intercessors blender their way through anything roughly human sized taking not much more than chip damage in return. As we showed off over the weekend, you can totally load-up your Death Company with Astartes Chainswords. And you probably should because they are WAY more effective in close combat than as a static gunline. You can take regular Blood Angels when it comes time to shoot. You take Death Company if you want to tear the enemy to shreds in close combat. The humble tactical marine hasn’t disappeared into the warp just yet, though full Primaris kill teams are more practical than ever.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move: While there are four categories of Trait to choose from, some of these just stand out way more than the others. Here are the best of the bunch: To make up for being relatively tame on the composition side, Intercession Squad kill teams get a doozy of a team ability in Chapter Tactics, which lets you customize the abilities of your team. Note that your Chapter Tactics are chosen at the roster level, and so you’ll only have one set for a given kill team (they won’t be changed between games unless you use the Adaptive Tactics ploy). Chapter Tactics

Battle Honours

Intercession Squad teams are basically made up of regular Intercessors and Assault Intercessors; there are sadly no Hellblaster options nor heavy intercessors to give the team a bit more punch. There are some solid choices here, and you need to choose carefully based on what roles you are assigning your operatives. Vengeance-Class Scope [3EP] Well, I mean you could pull something with strategic reserves [advanced rules] for 2CP a unit of 6 more could come running in from your table edge directly into combat. I don't know that this is a good use of points. There could be other units who do this really well? Similar to the Warhammer 40k 9th edition weapons update for Imperial armies, marines in Kill Team got a faction-wide update of their weapons. These are all improvements, so this means that for the time being, space marines have significantly better weapons than any other faction, even when they have the exact same weapons. The specific changes for Kill Team in Pariah Nexus are: Predator Destructor ( Predator Annihilator • Baal Predator) • Land Raider ( Land Raider Phobos • Land Raider Crusader • Land Raider Redeemer • Land Raider Achilles • Land Raider Prometheus • Land Raider Terminus Ultra • Land Raider Ares • Land Raider Excelsior • Land Raider Wrath of Mjalnar • Land Raider Angel Infernus • Land Raider Solemnus Aggressor • Land Raider Anvilarum) • Deimos Vindicator Laser Destroyer • Repulsor • Repulsor Executioner • Gladiator ( Gladiator Reaper • Gladiator Valiant • Gladiator Lancer) • Astraeus

You can take one Gunner with a heavy weapon, which gives you access to things like a heavy bolter. For missile launchers you pay double as a company veteran. Blood Angels can take Heavy Flamers though. Dark Angels can give an ordinary marine a heavy weapon, thus saving a point. The wealth of options also allows you to take double pistol models. This opens up the option to take gunslingers. Some pistols are very cheap. Hand flamers are 0 points. Grav pistols are 1 point, and if you are fighting marines they are damage 2. You can shoot with both pistols in the shooting phase or overwatch, and the second round of combat. Again company veterans pay a company veteran tax for plasma pistols (2 points each, so 20 points for a gunslinger) but it’s cheaper than a company veteran armed with a plasma gun by a point and has the same potential damage output at 12” and under. Aggressor • Desolation Squad • Eradicator • Hellblaster • Vanguard Eliminator • Vanguard Suppressor • Infernus Squad • Firestrike Servo-turret • Hammerfall Bunker I would think carefully about Chapter Tactics. You can put all your eggs in one basket, and Martial Zealotry has two good eggs in, Dueller and Aggressive, which makes it easy to parry a lot of your opponents hits and still be able to deal out a crit in terms of damage. But Dueller combined with Hardy makes you a lot more survivable in melee and taking shots, or Dueller and Stealthy if you are playing in a cover heavy environment. First introduced in Elites, Chapter Tactics allow you to differentiate your space marine team with rules that match the Chapter they’re from, giving you additional advantages. When you build your team, you choose one of these to apply to your team. They range in power from “not adding much” (Raven Guard) to “extremely good” (Space Wolves). Note that these don’t cover the Grey Knights — they’re an entirely separate faction — you can find our write-up of Grey Knights here. Deathwatch are a bit stranger in that they share units with marines but have their own tactics, chapter tactic and some additional rules. They act more like a special type of space marines now rather than their own distinct faciton.My yellow armor is painted fairly simply following a method from The Mighty Brush. I prime in tan, pre-shade with VMA Mud and Rust, add a highlight of Insignia White, then lightly airbrush layers of Medium Yellow over until I’m happy with the vibrance. I do some edge highlights with Phalanx Yellow and a pinwash of AK Paneliner for Sand and Desert to finish up the yellow, after which it gets weathered primarily by sponging Rhinox Hide. Complex – Those options come with a downside: Making the faction incredibly complex. You have a stupid number of decisions to make when roster building and choosing your models for a game, and the number of tactics and rules interactions you have to remember is staggering. Marines are, frankly, not a good faction for beginners. The Elites supplement gave marines a shot in the arm with a large number of new units and commanders added and made both all Primaris Kill Teams and Veteran teams more practical (and streamlining their confusing datasheets). This, coupled with the update to the Death Denied Tactic has made marines much, much better, and likely top tier in the hands of an experienced player. Purity seals in Waagh Flesh, Warboss Green, and Skarsnik Green on the wax, with the parchment being Rakarth Flesh and then Ushabti Bone

Asda Great Deal

Free UK shipping. 15 day free returns.
Community Updates
*So you can easily identify outgoing links on our site, we've marked them with an "*" symbol. Links on our site are monetised, but this never affects which deals get posted. Find more info in our FAQs and About Us page.
New Comment