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

£22.225£44.45Clearance
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On the Eradicators, I wanted to do something a little different with their melta rifles. The barrels are painted Brass Scorpion, then Sycorax Bronze, washed Seraphim Sepia, and then some Brass Scorpion re-layered at the business end of the barrel. This is a lazy way to simulate the heat-staining effect you can see on the studio models. I did a similar thing on the engines for the Outrider’s bikes. Marksman’s Honour: Select one of this operative’s ranged weapons. Improve the Ballistic Skill characteristic of that weapon by 1 (to a maximum of 2+). At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

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. Aggressor • Desolation Squad • Eradicator • Hellblaster • Vanguard Eliminator • Vanguard Suppressor • Infernus Squad • Firestrike Servo-turret • Hammerfall BunkerObjective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter. Dueller – Each time this operative fights in combat, in the Resolve Successful hits step of the combat, each time it parries with a critical hit, you can discard an additional normal hit of your opponent’s. This tactic pairs really well with Aggressive as a single crit will ensure you can easily parry away your opponents dice pool, but it suffers the above’s same issues, it’s limiting. I suspect that next time they do a point adjustment, the TH will drop. Right now it’s victim of GW’s wild pendulum of balancing. It’s in-line with the fist, but twice the points. Gives you +1 critical damage compared to Intercessor Fists. It’s a cheap upgrade given you are likely to end up with an EP left over after buying Auspex/bolt weapon upgrades. A Frag Grenade [2EP]

Librarian ( Epistolary • Codicier • Lexicanum • Primaris Librarian • Vanguard Librarian) • Chaplain ( Reclusiarch • Primaris Chaplain • Judiciar) • Apothecary ( Primaris Apothecary • Helix Adept) • Techmarine ( Primaris Techmarine) When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. The operative gains the Auspex Scan special action (1AP). Auspex Scan lets you select an enemy operative within 6” OR Visible, and that operative is not Obscured and cannot retain defense dice as a result of cover. This is great on operatives like the Gunner if they’re sat in a sniper nest and don’t need to move. You can’t use it if you’re within Engagement Range, but that’s a fairly obvious limitation. Really the main downside here is you’re paying EP for an item that should frankly be on one of the data-cards. B Combat Blade [1EP] If the Tactical Doctrine was active for your army during the previous battle round, you can change it so that the Assault Doctrine is now active. 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.

With so many troop choices, I feel it's less about which is "better" and more about what sort of mess you are putting your troop units in. Maybe playtest a few games and see how you tend to play the assault intercessors. If you feel you need more shooting, change it up. Maybe you're wanting fit a round peg in a square hole. Screaming and running straight at a knight titan is not a good life choice. In the last year or so of 8th edition, Marines were very strong, particularly when using the Iron Hands and Raven Guard Chapter In competitive rosters the only assault intercessor sergeant taken is the plasma pistol and chainsword, as it gives access to another AP weapon, and against a lot of opponents a 4/5 chainsword hitting on 2+ on 5 dice is functionally about the same as power weapons. Wound 7/8/9 models will die just as fast. If you want to take a power weapon you are better taking it on an Intercessor Sergeant.

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