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2024/03/26 18:26:31
Subject: heavy intercessors or standard in 10th, which way to go?
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Evasive Eshin Assassin
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i was just wondering which you feel are better, heavy vs standard intercessors.
is it too broad of a question or does one work better than the other?
i'm looking at making an infantry heavy gunline and am trying to decide which way to go.
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2024/03/26 18:38:28
Subject: heavy intercessors or standard in 10th, which way to go?
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Longtime Dakkanaut
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I'd say mix and match. I like the heavies when they are sitting back and shooing, but they lose a lot of flexibility when they don't get any close combat weapons on their sergeant (not to mention those sweet grenade launchers).
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2024/03/27 01:56:14
Subject: Re:heavy intercessors or standard in 10th, which way to go?
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Grim Dark Angels Interrogator-Chaplain
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Regular ones are not only cheaper, they get the sticky objectives thing which can be clutch in certain missions
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2024/03/27 02:12:02
Subject: Re:heavy intercessors or standard in 10th, which way to go?
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Humming Great Unclean One of Nurgle
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ZergSmasher wrote:Regular ones are not only cheaper, they get the sticky objectives thing which can be clutch in certain missions
If you want math run, I can do that for anyone curious about how they stack up. Please provide the scenarios for me.
For instance, durability...
4.5 times more durable to Bolters.
6 times more durable to Lasguns.
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Clocks for the clockmaker! Cogs for the cog throne! |
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2024/03/27 02:41:15
Subject: heavy intercessors or standard in 10th, which way to go?
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Ultramarine Chaplain with Hate to Spare
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Neither! Always Tactical Squads!
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2024/03/27 05:33:16
Subject: heavy intercessors or standard in 10th, which way to go?
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Fully-charged Electropriest
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They both fulfill different niches;
Heavies want to be set up on a high building , preferably while also on an objective to get the extra protection, were they can blast their heavy guns across the board.
The standard ones are better moving around the mid field using their sticky objective ability to take control of objectives and move on allowing them to fulfill a lot of mission objectives.
I run a single heavy unit to hold the home objective with two standards moving forward to handle the mission objectives were needed.
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This message was edited 1 time. Last update was at 2024/03/28 16:33:57
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2024/03/27 11:04:01
Subject: heavy intercessors or standard in 10th, which way to go?
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Evasive Eshin Assassin
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thanks all.
i like that idea kinggarland.
ive also had the tactical argument with myself insectum7
i really like the new mark3 and 6 marines.
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2024/03/27 21:14:16
Subject: heavy intercessors or standard in 10th, which way to go?
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Morally-Flexible Malleus Hearing Whispers
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Just asking, but don't Desolation squads make Heavy Intercessors somewhat superfluous? High volume medium strength shooting?
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2024/03/27 21:37:25
Subject: heavy intercessors or standard in 10th, which way to go?
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The Marine Standing Behind Marneus Calgar
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FezzikDaBullgryn wrote:Just asking, but don't Desolation squads make Heavy Intercessors somewhat superfluous? High volume medium strength shooting?
They do different things.
Heavy ints Have some nice shooting, but their main job is to be a massive wad of tough wounds camping on an objective.
Desolation marines are heavy rockets/glass cannons. They are only as tough as a basic marine, but have much better firepower.
They are also twice the price of HINTs.
If you want someone to camp a backfield objective, both will work. They have boots that can hold it. (although HINTs have twice the OC at half the price) But if someone comes over to take it away from you the desolation marines are going to fold like a wet paper bag, while the HINTs will endure for a lot longer.
But for projecting fire downrange? Yes the desolations are going to do that job a bit better. Until they die.
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2024/03/28 08:33:23
Subject: heavy intercessors or standard in 10th, which way to go?
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Eternally-Stimulated Slaanesh Dreadnought
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Desolation squads are overpriced for an indirect fire buff.
Go with devastator for the same price and massively more durable as you have 5 meat shields.
As for intercessors and heavies agreed withvwhate already been said. Heavies for camping normala for getting objectives
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2024/03/28 23:51:18
Subject: heavy intercessors or standard in 10th, which way to go?
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Morally-Flexible Malleus Hearing Whispers
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My apologies, I thought they were both expensive shooty boys. I stand corrected. Thank you.
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2024/03/29 03:23:10
Subject: heavy intercessors or standard in 10th, which way to go?
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Fixture of Dakka
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They both are. I don't think heavy intercessors are run anywhere. They cost too much, but are no aggressors or centurions, and their resiliance doesn't really matter with what and how many shots they get hit, comparing to regular marine bodies.
The closest thing to running intercessors is probably in BT, but there it is better to run the melee version. Both are meh units, that a marine player can't afford tor run post all points hikes, but intercessors are at least cheaper for 5 models. No idea why someone would take them over scouts, the anti teleporation phobos dudes or scouts.
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If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. |
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2024/03/29 12:58:38
Subject: heavy intercessors or standard in 10th, which way to go?
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Resolute Ultramarine Honor Guard
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Both. They have different uses. I like a couple squads of the HINTS for backfield and center, and a squad of the LINTS (Light Intercessors) for deep field and stickies.
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My WHFB armies were Bretonians and Tomb Kings. |
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2024/03/29 20:18:31
Subject: heavy intercessors or standard in 10th, which way to go?
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Secretive Dark Angels Veteran
Canada
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Karol wrote:They both are. I don't think heavy intercessors are run anywhere. They cost too much, but are no aggressors or centurions, and their resiliance doesn't really matter with what and how many shots they get hit, comparing to regular marine bodies.
The closest thing to running intercessors is probably in BT, but there it is better to run the melee version. Both are meh units, that a marine player can't afford tor run post all points hikes, but intercessors are at least cheaper for 5 models. No idea why someone would take them over scouts, the anti teleporation phobos dudes or scouts.
Pretty much this. Heavy Intercessors and Intercessors are both kinda sad-panda in terms of competitiveness. That is not the only metric to determine why to take something, but there it is.
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All you have to do is fire three rounds a minute, and stand |
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2024/04/13 21:44:53
Subject: heavy intercessors or standard in 10th, which way to go?
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Huge Hierodule
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The two flavours are not highly competitive units at present, but from having faced against them, Heavy Intercessors are a big problem if I don’t have something made to kill them on their flank, regular Intercessors force me to reach in two directions at once. For a heavy infantry gunline the heavies are very on-brand
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2024/04/14 23:48:56
Subject: heavy intercessors or standard in 10th, which way to go?
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Longtime Dakkanaut
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Having accrued a fair bit of driving experience with the book last year, assuming nothing radically changed in the meta, standard are your best Battleline choice. However, there are some caveats. Battleline in general, and SM Battleline in this case, are more for holding objectives than killing things.
That's not to say you can't get good performance out of the standard SM with a boltgun via buffs. But keep in mind you are paying 8 or so points per model for 2 BS 3+ S4 AP -1 shots.
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This message was edited 2 times. Last update was at 2024/04/15 00:46:44
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2024/04/15 12:27:56
Subject: heavy intercessors or standard in 10th, which way to go?
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Evasive Eshin Assassin
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thanks all.
so as a follow up, it both are less than stellar what's the best battleline to take?
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2024/04/15 12:43:58
Subject: heavy intercessors or standard in 10th, which way to go?
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Fixture of Dakka
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Generaly for marines you don't take them at all, as they are very bad costed vs units that actualy do something.
I think the ones that could be run, but they are expensive, are the anti teleport one , I never remember if it is venguard infiltrators or incursors. They are good if you know that you will be facing an army that teleports a lot. The problem with them is that if you can't be sure of that you are getting a very expensive version of scouts.
BT, if you play them and a lot of marine players do, often do run both versions of their crusader squads. Mostly because those are very aggresivly point costed by GW. Even after point hikes.
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If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. |
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2024/04/15 13:00:53
Subject: heavy intercessors or standard in 10th, which way to go?
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Evasive Eshin Assassin
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i often forget that battleline is not mandatory.
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2024/04/15 13:55:37
Subject: heavy intercessors or standard in 10th, which way to go?
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Longtime Dakkanaut
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Points-wise? Actually Assault Intercessors! I was shocked myself, being of the opinion infantry melee is gimped, but I second-guessed myself and took a second look. At 75 points, you're getting five 2W 3+ bodies. I hesitate to say they're chaff, but you can take 6 squads for just under a quarter of your points at the usual pts level. Keep in mind their short threat range, though.
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2024/04/16 16:03:19
Subject: heavy intercessors or standard in 10th, which way to go?
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Fixture of Dakka
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Especialy in BA or BT (used as assault intercessors or better yet as crusaders), they can be good.
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If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. |
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2024/04/18 06:37:32
Subject: heavy intercessors or standard in 10th, which way to go?
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Grim Dark Angels Interrogator-Chaplain
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RaptorusRex wrote:
Points-wise? Actually Assault Intercessors! I was shocked myself, being of the opinion infantry melee is gimped, but I second-guessed myself and took a second look. At 75 points, you're getting five 2W 3+ bodies. I hesitate to say they're chaff, but you can take 6 squads for just under a quarter of your points at the usual pts level. Keep in mind their short threat range, though.
One fun thing you can do is stick a character that has a good or at least decent melee weapon with them. The character's weapon will benefit from the wound rerolls near an objective.
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