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

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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. More excitingly they’ve added the options for Space Wolf scouts. Space wolves can take special weapons on gunners (opening the door to scout 14 point flamers or melta guns) and a single scout can swap his bolter for a power axe or power sword or his bolt pistol for a plasma pistol. This opens up the prospect of an 8-9 model Wolf Scout kill team with a pretty interesting load out. 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

All of the Assault Intercessors have this ability, which lets them perform two Fight actions each activation. On the whole this is much less useful than Bolter Discipline, but can be a really nasty ability when combined with the Raider Chapter Tactic or simply multi-charging. Bolter Discipline Adaptive Strategy (1 CP) When you break gain 3 CP. There’s no reason not to use this since at worst it’s neutral, but if you’re using this things are going poorly. You can only use this once a game. B Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply. Unlike their bigger brothers, Scouts have stayed at one wound and ten points, with gunners and sergeants at 11. Scouts are the cheapest way to get a heavy bolter, at 17 points, vs 21 for a tactical marine gunner, and one or two scout gunners in a gunline marine team remains a viable choice, though camo cloaks and keeping them in cover will keep them alive more. Scout sergeants get access to everything a standard marine sergeant can (combi-weapons, pistols and power weapons) and can take a gunslinger loadout. At 11 points, the Scout Sergeant is also the cheapest Leader specialist you can take, and worth consideration in that role for competitive play, though Eliminators now occupy that role much better most of the time despite a higher cost.

Updated Tac Ops

The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation. Alternatively, swap the Intercessor Sergeant out for an Assault Sergeant with a Chainsword/Plasma Pistol, and move the equipment over to a standard Intercessor Warrior. The Reclusiam Blessed Bolts are wasted on the Gunner simply because you want them on an operative that will be making two Shoot Actions per round with bolt weapons. Painting and Collecting Space Marines These are infiltrators that are a bit better in close combat and have a slightly different bolter. They’re a bit better in Arena due to getting +1 to hit against obscured targets with their bolters, but I still wouldn’t take them in my marine kill team. The Haywire mine is incredibly situational, and while you could shut down a corridor with it until someone throws a Grot or Cultist on it, it costs 5 points and you have better things to spend your points on. With Intercessors your plan is often going to be to have a very conservative first turn where you don’t lose any models, or better yet you don’t take any damage. You want to score as much as you can in this first turn without losing models. During this first turning point you’ll want to do as many Move + Score + Dash rounds to get into heavy cover as you can. Abuse those 3 APL profiles to place yourself and score where you should.

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. You can only have one each of a Grenadier and a Gunner, and the Gunner comes with an auxiliary grenade launcher attached to their bolt rifle. StrengthsWhy not? Strictly on points per model, these guys are 1 < normal intercessors, 2 < incursors, 5 < infiltrators, 1 > tactical marines, and 9 < the heavy intercessors.

Despite our best efforts to split everything, Liam and I did end up with a bit of overlap as there are some things in here that are just too cool not to paint. Liam hopped in and painted up a unit of Eradicators, and I painted up the Judiciar as soon as I’d finished my main commitment. Silent angry dude with a big sword is just too cool not to paint. This Kill Team is based off the Heavy Intercessor squad, and one I imagine a lot of people have thought of since the Heavy Intercessor points leaked (17? Are they insane?). If you give this team the Iron Hands tactic they become even harder to kill, but they would likely do best with the Salamanders tactic giving plenty of rerolls. Purity seals in Waagh Flesh, Warboss Green, and Skarsnik Green on the wax, with the parchment being Rakarth Flesh and then Ushabti Bone Flexibility: Without being able to perform mission actions you can suffer a lot, especially in missions A and B.Marines have swapped out their chainswords for Astartes Chainswords, which are AP-1 and considerably more deadly. Likewise power swords are now S+1, and power axes are S+2. This makes power swords supremely useful in Kill Team whereas before they could be a bit underwhelming. It’s a particularly big boost for Deathwatch Veterans.

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