Arcanis161 wrote:Heavy Intercessors with Executioner rounds also, at least based on my math, beat even Intercessors with Auto Bolt Rifles in terms of dishing out anti-marine damage throughout the course of a game. The latter are probably still better in terms of flexibility, both in terms of targets to dish damage out to as well as the number of objectives they can hold.
The problem I have is that troops aren't for damage. You would be better served taking a cheap/durable troop (ie Assault Intercessors/Blood Claws/etc) and spending the points saved on elites/fast attack/heavy support.
For example, comparing 5-man Auto Intercessors(100 points) vs 5-man Executor Heavy Intercessors with a heavy weapon (150 points) vs 3-man Suppressors(100 points) vs 3-man Boltstorm Aggressors(135 points) and 3-man Assault Bolter Inceptors (120 points) against Marine stat line (T4 2W 3+Armor of Contempt, no doctrines or chapter). Then normalized for damage/100 points.
Auto Intercessors: 1.66 failed save damage (100 points, so 1.66)
Executor Heavy Intercessors: 2.66 failed save damage (150 points, so 1.77)
Suppressors: 2.66 failed save damage (100 points, so 2.66)
Boltstorm Aggressors: 3.166 failed save damage (135 points, so 2.35)
Assault Bolter Inceptors: 2.66 failed save damage (120 points, so 2.22)
For reference, a 3-man Bike Squad with 2x Flamer and a Combi-Flamer is: 3.416 failed save damage (110 points, so 3.1)
5-man Devastator with Grav-Cannons and a cherub is: 13.03 failed save damage when using the cherub (135 points, so 9.65), 10.07 on turns without (7.46 normalized)
Frankly, if Devastators gained Objective Secured when using Combat Squads... it would be interesting to chuck 2 Grav-cannons in a "Tactical" squad for objectives. Or, just allow Tactical Squads to take 2 Heavy Weapons in a 5-man.