They were the first Space Marine unit I painted, and I can't help but love them. They are great into battle sisters or battleline daemons. They have yet to disappoint me.
Effectiveness aside I hope they stick around, having basic melee marines is so flavourful for a lot of chapters to be able to take, and them being so mainline and common is excellent for lore and personal choice in what your chapter does on the field.
I couldn't agree more. You could take the perspective that none of these battleline troops will make enough of a difference to change the outcome of the game. So you should just take the one that fights in the style you like.
i bring two squads of five in every list i run for use as objective grabbers/screeners. have had a lot of success with them and honestly just love the unit a lot
One benefit for characters is that it is easy access to reroll wounds for the leader, which could be very useful for the Judicar's Devastating Wounds attacks.
I did the same thing with my Captain with Relic Shield, activating his finest hour ability, I was able to push through damage and take down a Norn Emissary.
The cynic in me says; GW want you to buy 2 boxes of jump Vs one box of assault. Though I suspect that might be an oversimplification. All subject to change I guess
I run 1 5 man unit in an impulsor to grab objectives and they always do their job. That ability to reroll all wounds vs an enemy within range of an objective is super useful.
Note on the Judiciar. Because the assault intercessors grant wound rerolls, the Judiciar is a great leader for them because he can fish for 6s for those sweet Devestating Wounds with Precision.
The single biggest thing I want for Space Wolves is to be able to run them in squads of 15 like Blood Claws. I'd run them in every list if that happened.
Right now I have a lieutenant and ragnar with 10 assault intercessors, and it's just perfection. Can fit in land raiders and repulsors then as well. So much synergy between the 3 units
Ragnar with just the 5-man squad is a ridiculously cheap beatstick, especially when targeting enemies on Obj and having a small footprint, good p/p power, and saves points for heavier investment elsewhere. A good small distraction carnifex that can’t actually be ignored
Battleline gives them access to Inquisitors, for most they'd just be ablative wounds for the character but Kyria Draxus would be good for ensuring they get to the midfield objective they want to take and then won't just be shot off it immediately
I can't remember where I heard this but someone (probably Vanguard Tactics) pointed out that they are great for buffing characters. Putting a character in them gives the character the re-rolls to wound and makes them more tanky as the enemy has got to waide through the Assault Intercessors. Really great if the charcter can buff them in return too. TL;DR: Assault Intercessors are great for buffing fighty characters, rather than the other way around.
I was considering taking 10 of these with a Chaplain for that reason. The buffs go both ways Reason: Chaplains +1 to wound makes them (The Assault Intercessors) genuinely scary in melee. Also the chaplain receives the option to re-roll his melee attacks on objectives. The chaplains melee is "5A/+2/S6/AP-1/D2" with the assault intercessors buff and his own buff he would probably become a monster on objectives.
@@oldmangames9292 this is the exact combo I'm looking at for a white scars army project (proxing DA rules with WS 30k models). I first was picking between a Judciar or Libarian (good combos but also flavourful which is the objective). Then saw Azrael and thought holy shit, this fella goooooood.
Running them in a group of 10 with Ragnar and a lieutenant in vanguard spearhead is alot of fun especially when infiltrating to hold objectives or close to enemy lines early on
Perfectly timed video for me this one! Just looking at jumping back into 40k after some years out and I do just love the look of some combat Marines. So it's nice to hear abit about them as was thinking between Bladeguard and these guys to hop in a Land Raider for central objective fighting. Sounds pretty much how I expected. I knew these would be worse off in combat but also cheaper in points so means putting more firepower support elsewhere to make up for it. Thanks for the nicely informative video Auspex! :)
@@boonballer That's a really nice shout! Can then make some really cool poses instead of everyone falling off of a tiny tactical rock then too! :D haha.
There's a guy at my local GW who we all play each week on beginners night. He plays Space Marines, but he has trouble with some of the names. He calls these guys _"Inter-cest-ors"._ It wouldn't be so bad if it weren't for the fact that he's into the lore, so tends to refer to his minis as "brothers".
Had a lot of success using 10 in a Land-Raider using Gladius with Honour the Chapter strat. Mostly with a more shooty force that sits back a turn, letting opponent take mid first. Honestly, getting 10 of them reliably into melee on an objective - 40 attacks - wounding ANYTHING on a 5+ or better with wound re-rolls and AP2 is a pretty scary hit. And that's without any character support..
Just did some maths on it - and if I didn't mess it up, in a perfect world, led by Azreal, they are doing on average 39 wounds to terminators... Champion has a powerfist, they charged, in assault doctrine with Honour the Chapter strat - against an oaths target. This is not counting any chip-damage from shooting. Given that much of it is from D1 hits, it'll almost drop a full 10-man Deathwing Knight squad! (ofc this isn't factoring armour of contempt)
Either you take 2-3x 5 man squads as a backline screen instead of Infiltrators/Scouts/Intercessors, or you take a 10 man squad with characters to quickly cut through their front or backline screens to capture and hold and objective, usually if you have access to advance and charge only. Anything else will typically have better options for 20-30 points more.
I keep 5 of these guys with a captain in my Rep. Executionor and they're a very handy anti-charge threat/response. They've come in handy in many games now and the Captain has the 4+ FNP from Ironstorm for a nasty, survivable sting-in-the-tail.
Personally, I think the assault Intercessors and the ordinary Intercessors should be blended together. Leave the power weapons to the Sergeant, allow Intercessors to exchange their various Bolt Rifles for either a heavy bolt pistol, a hand flamer, a plasma pistol, or a storm bolter, and this exchange allows them to wield a chain sword for a slightly boosted melee profile in exchange for a slightly crippled ranged profile. Because as it stands: I just don’t see why I should pick Assault Intercessors over ordinary Intercessors (unless I’m playing Blood Angels).
I pair them with Gabriel Seth and a Sanguinary Priest. Seth gives them advance + charge, SP gives the entire unit a 5+++ and makes the unit Ap -2 (Seth and the Sgt Ap -3). They are absolutely mulching whatever you put them into. With Oath + Red Rampage, you’re picking up any unit in the game.
Early in 10th I tried a unit of 10 vs a unit of BT Primaris Crusaders and Crusaders were the winners. One additional attack with chain swords I found to be helpful. It's important to note I only had the Intercessors from the 9th edition Starter box sets so no Power Fists, Power Weapons or Thunder Hammers.
In a personal and particular experience, not long ago I played 10 of these big boys led with Mephiston, and although they were not my biggest source of damage, they did become a real mower of enemies in their path, so much so that I managed to get down (with a lot of luck ) even Hellbrute of the Death Guard and several Plague Marines and Poxys
@@arkslippyjunior7773 Hahahaha I don't think so, the squad and Mephi ended up falling to a Mortarion, giving him some wounds. Anyway I won on points thanks to my heretics pruner squad
I run a squad of ten in Firestorm as an objective harassment unit you can’t really ignore, they’re lead by a Lieutenant for Lethal Hits, with the squad ostensibly buffing him with wound re-rolls on his S11 Power Fist. For more fun, the Sargeant runs a Thunder Hammer. They’re cheap, but hit harder than you’d expect, purely for volume.
I say assault intercessors are alright at finishing of targets? They don’t have the damage output to deal with standard units but they’re nice to combo with some shooting units who shoot someone on an objective than the assault intercessors charge in and get re-roll on wounds. I’d say they aren’t standout but they do have a purpose (outside of when they are in 10 man squads).
As SW player, since we have bloodclaw, it way more worth bring 10 of them + ragnar + lieutenant, +1 A and S when charge and can bring 2 range weapon such as melta gun or plasma gun
I use them in every list for my space wolves. They make a great escort for Ragnar and possibly a lieutenant. Ragnar kills most everything by himself and then their 16 attacks plus the Sarge usually mop up anything that’s not already dead. I’ve found that the more expensive melee units don’t need a character like Ragnar to be effective so he runs around and destroys enemy units on objectives and my T-Wolf cavalry does the rest
Re-roll hit and wound is rather nutty for a cheap squad. by itself this unit is absolutely fine. However for 5 extra points you get jetpack which gives much more flexibility.
For their price point, they're a decent enough chaff/OC control and screening unit that you can put a good number of bodies onto a board with. For Space Marine players, that's a good thing as their armies are elite enough that they often struggle to be in all the places they need to be and survive the loss of a critical squad. Since they're also battleline, you could also use them en-masse to help tie up a big potent melee threat by spacing 5 man squads just outside of consolidation range. And they'll shred any light infantry that contests them on an objective.
True, but they have a slightly worse save, and don't get chainswords for close combat with it's more attacks and -1 ap which is great for light infantry. They also aren't battleline like the Assault Intercessors, which means they're capped at 3 units, versus 6. So take both, eh? :) That's a lot of infantry/OC control for a Marine player, and wounds to chew through for an opponent.
I have been cooking up a list with the plan of charging them from a land raider for a cheap 10 man blob to maybe ride with uriel and give him re roll wounds
Also running ten assault intercessors in a land raider, I put mine with a chaplain. Reroll wounds with the +1 to wound can definitly trade up. If you're putting uriel in there I'd definitly include a lieutenant. In for a penny in for a pound.
I've tried them once with calgar and a apothicary against death guard. They survived really really well and are impressives objective holders, surviving mortarion multiple turns and keeping the objective for all the game.
Since the changes to non codex compliant leaders, I've been doing some maths with Gabriel Seth and a Sanguinary priest on a block of 10. Not only they get +5 fnp, which is good, but the damage skyrockets if you use red thirst. They get lethal hits, +1 attack and strength, lance, 2 ap, and Seth can get wound rerolls on his already great melee profile, I got results of 20-30 wounds on a t10, 2+, 4++ profile. I don't know how practical it is in a game, I'll to try it when I'll get the chance, but Flesh Tearers fans are eating good I think.
I think the main problem for them is, that the Jump Interecessors are better or at least equal in most points, besides OC, in at least 8 out of 10 scenarios, I'd prefer the faster guys!
The biggest problem is that they are wildly inferior to the unit they replaced (assault squad). OC2 is basically their only meaningful feature, and given the alternative is a 12" move and a mortal wounds ability, the jump intercessors are a shoe in.
@@spacebb No, assault intercessors with jump packs are a direct replacement for the assault squad with jump packs. Assault intercessors without jump packs are the replacement/upgrade to the assault squad without jump packs, which was the better assault unit.
Strongest reason I support them is because azrael can attach to them. This gives them the 4+ invuln that bladeguard would have and doesn’t waste anything from azraels buffs. Also sustained hits 1 for the whole squad. Then slap a primaris Lieutenant on there and your enhancement of choosing (mine is infiltrate from vanguard) and boom, you have lethal hits sustained hits with 40+ attacks including azraels insane sword rerolling hits and wounds on an objective turn 1 or just sitting somewhere with a 4+ invuln
As a BT player, they are gonna be great to mix into crusader squads to make more units of them once the new scouts finally launch. They come with 2 power fists and I already have a bunch of sword bros hanging around to be a Sgt. Saves time not having to do up all of them with tabards and you get a variety of poses with your black tide.
With the stratagem honour the chapter and a captain with the honour vehement in the assault doctrine, these guys take out a bunch of toughness 7 guys on objectives.
I am happy for my 10 man assault intercessor unit led by a chaplain. They are doing well for grinding the enemy down. As you roll the video I think if they would do better with a lieutenant in Gladius.
I saw a few vids of people saying they were interesting in black templars with either lethal hits or sustained from the detachment rule. As a neat little piece to go where you could justify a whole crusader squad or sword brethren. This was before the new jump intercessors though
I ran a couple games with 40 assault intercessors built from the 9th boxes, so no Power Fist or Hammers or Plasma. Crashing onto objectives with that many power armor wounds was very effective and they eventually killed whatever they hit.
I play my five Assault Intercessors with a plasma pistol/power fist and led by Kor'sarro Khan in an Impulsor. Khan is 70 points so the whole bundle is 230 points. Khan is good for them because he gives the melee weapons Lance and the pistols Assault. So since I'm playing White Scars obviously, the squad can advance, shoot with the pistols and then charge. Between the Lance and the Unit rule they tend to do a fair amount of low-medium strength damage. Plus since I'm White Scars I get to advance and Charge with the Stormlance Task Force. It's not earth shattering, but it's a decent combo. Plus Kor'sarro's whole thing is to gain you CP whenever he personally kills a character which he can because . . . well, he's Kor-sarro. That's what he does with his Precision Moonfang.
Mine bodyguard Tigerius and Deep strike with Ventris’ ability next to 10 termies/CPT/Chaplain in a vanguard. Prob worse than DA, but I run my Guilliman and Flamestorm Aggressors out of a Land Raider for a full court press style army.
As a 5-man squad to run around and grab objectives, there are better options (scouts are cheaper/more versatile, infiltrators are amazing, jump packs are faster, etc), but the “reroll wounds” ability is something that can be fun to build around. Don’t get me wrong, there are still stronger options in the book, but 220 points for 10 + a chaplain is surprisingly punchy, assuming they live long enough to get into melee lol
While I don't play SM in 40k, so can't speak on them there lol. I do use them in Killteam here and there. They do some decent work in that zone of war.
They pair well with a chaplain, +1 to wound and rerolls is a really solid anti infantry block Also you can put the whole thing in a land raider and then you're cooking with gas
Them with Ragnar Blackmane turns the unit into a missile unit that can kill majority of things you point it at, a long woth being in Gladius to gain access to Lance and +1 ap in assault doctrine.
SW have a real issue with too many infantry that are just flavours of light infantry blenders, especially as Wolf Guard were given the Vanguard Veteran treatment, so Assault Intercessors have a lot of competition for their role. I especially like big Blood Claw Packs with a Wolf Priest, on the charge vs meq they wound on 2+, are cheap per marine and get some special weapon access.
You can take calgar with 10 of them and an apothecary and the apothecary can continue to resurrect the victrix and you tank your hits those which have a better profile.
They made more sense when Troop Tax was still a thing. Right now I feel their best used is interspersed with another unit, either to add some choppy threat to a shoot unit or to bring some more bodies and punch to a melee death star.
I love assault intercessors, but they just seems lacking in comparison to Bladeguards or Chaos Legionnaires. I do love them with a Capt if i want even a unit of 5, the full reroll on the capt dev wound turn is very good, and grenades for free.
I've been playing in a league since 10th edition dropped which requires at least 2 battleline units in each army and I've been bringing these guys every game. You couldn't be more right in saying it depends what army you are playing/situation. Some games these guys have been the MVPs, some games they have been cannon fodder. They've even hid behind buildings holding the home objective to great effect. Not bad for beefing out you're army but don't expect miracles unless you're chopping down hordes of guard 😂😂
I see them out competed by scouts and jump intercessors, except for with Tigirius… I feel like he actually could go with them and be a bit cheaper and better for objectives than bladeguard
The only other niche I can think of, is that Assault intercessors are currently the only infantry costing exactly 80pts, so if you only have 80 points left and you want marine troops, your only options are these, eliminators(75) or scouts(55). But personally I prefer to upgrade to a an intercessor or jump intercessors if I had the points. Wish GW gave 1-2 regular assault intercessors the option to use thunder hammer or power fists, they would be really scary in melee.
I was thinking about running a 5 man squad of these with Gabriel Seth and Sanguinary priest for the AP and feel no pain. That way they can advance and charge and get spicy buffs
They are decent. With the right characters, they can put in some work. As you said, though: any character you put in them would be better off being put into the bladeguard if they can. I think what they should have done is make it so that the on foot ones could also take one special pistol per 5 guys + Sergeant. Just like jump. So that they have an easier time softening up targets before they charge in. Other than that, they are usable.
I run a 10 man in anvil with a lieutenant. Somebody's gotta run up while my other damage dealers are standing still and the opponent has to either choose to focus on them or on the squads shooting them. They have enough attacks to take down an angron or most things sitting on an objective and if they get stuck in melee their pistols hit on 2's lol
I think the jump pack dudes are plane and simple better. More mobile in smal numbers and +1s plus +1 to wound in firestorm with a jump pack captain means they wound other marines on a 2+. Seems way more cost effective if you search a fast horde killer.
I want to use them sooo bad with Mephiston, but without being able to attach the sang priest it just doesn’t math. Wondering if the future dex will help us out
I think it's good that you get 10 in the box, rather than the overpriced bladeguard & jump pack marines. If I was going to use them, I'd go with a land raider and lieutenant or big land raider, plus lieutenant and Calgar. Comparing the squad directly with bladeguard, they seem to be on roughly the same level IMO, bladeguard are better against marines, but assault intercessors are better against lighter infantry. The shock assault rule is a good one and that's often going to translate into full rerolls to wound. Personally, I have a whole bunch of regular intercessors, so I'm going to hold off on more battleline infantry, but if I was starting a marine army from scratch, I'd get a box of these
My question about Assault Intercessors in the context of Black Templars, if you have a Black Templars impulsor and want to put a melee unit in it are 5 Assault Intercessors and A Chaplain better than 5 Primaris Sword Brethren without a leader? The points are exactly the same cost for both options.
I think they are a great parallel to Bloodclaws, however Bloodclaws are 140 points for 10 and get access to 2 Meltas along with the weaponry the Intercessors get (minus the Thunderhammer.). Their unit ability is innately better, so if they were 75 points for 5 I would call that a fair win.
I mean 80 points for 5 dudes that have felled 4x their numbers with some good rolling (true story!) I'd say they're worth it. even if they're not AMAZING, they fall into the Tactical Marine situation of "they're SO bad, it's actually an advantage." Where opponents will be forced to choose between wasting shots on a "chaff" unit, or letting said unit inch towards their weak spots. So in short, use them for flavor or the occasional Repentias style bonzai charge. Results may vary ¯\_(ツ)_/¯ I like running Intercessor squads of both flavors with an Ancient backing them up for more sting, whether it be ranged or a power sword so they're a pinch scarier in melee. edit: I must say though, if Intercessors and assault intercessors got rolled into a single unit, thus allowing you to mix/match with melee and ranged, they'd definitely be what I'd call "Super Troopers"" and also kinda invading on Templars territory by copying their crusaders a bit.
Has there been clarification on the wording of their ability? "Re-roll 'a' hit roll of 1" Or "Re-roll 'a' wound roll if on objective" etc Don't those rules read as just the one re-roll not all 1s/wounds?
They were great when they were troops and you needed to pay the troop tax, but the way list building works now makes them less relevant. But they do look cool, which is the real best reason to include a unit in a list IMO.
they just need a ride. thats all. and some extra pistol options like the ones with jump packs get. let me give them a pair of flame pistols and a rhino!
Thier the a-typical unit of "if i do x with them thier good" but when you do "x" with somthing else thier better. Thier the ok team, the good enough squad. To be truley good they need to do somthing that somthing else somewhere else doesnt do better.
They're not bad when I've played them but certainly niche--granted all three battleline space marine options are aggressively mid. They really do feel like a unit that would actually benefit from a points cut, though. There's nothing wrong with them and they bully light infantry well, but like you said, they fall behind Bladeguard and Jump Intercessors pretty badly, and Intercessors feel more flexible for 5 points more. They could honestly stand to be at least 75. That said if you don't want Uriel unescorted these are a cheap, fighty way to do it/
Its kinda funny but also sad as a BA player that the best unit option for our big boys Dante and Mephiston are just regular melee intercessors. TBF to Dante the SG's main problem stems from being too high cost for what they offer. If they were just bit cheaper or a little tougher (3 wounds or an invul save) they would be the better pick.
I'll admit I'm not overly impressed with 10th, but the $$ price of the range atm is just ridiculous. I have bought a full battalion of battletech models (roughly equivalent to a 2k point 40k army) for less than what it would cost me for a SINGLE box of Intercessors. And the quality difference certainly does not match the price difference.
They were the first Space Marine unit I painted, and I can't help but love them. They are great into battle sisters or battleline daemons. They have yet to disappoint me.
They just came out 2 years ago
i run a unit of ten and they haven't disappointed me yet, last game they deleted every Eldar unit they hit. and hazard stripe chain swords look so rad
@@v7w37 Well not everyone has been playing for 10 years ;)
Put a Judiciar and move them to objective and see the magic for 220p. They won me many games. Also was first Space Marine squad I have painted.
Effectiveness aside I hope they stick around, having basic melee marines is so flavourful for a lot of chapters to be able to take, and them being so mainline and common is excellent for lore and personal choice in what your chapter does on the field.
Why wouldn't they stick around?
Jump Assaults. @@snowy5628
I couldn't agree more. You could take the perspective that none of these battleline troops will make enough of a difference to change the outcome of the game. So you should just take the one that fights in the style you like.
i bring two squads of five in every list i run for use as objective grabbers/screeners. have had a lot of success with them and honestly just love the unit a lot
One benefit for characters is that it is easy access to reroll wounds for the leader, which could be very useful for the Judicar's Devastating Wounds attacks.
I did the same thing with my Captain with Relic Shield, activating his finest hour ability, I was able to push through damage and take down a Norn Emissary.
I was able to cut to shreds a wounded Ghost/Doomsday Ark recently thanks to rerolls and sergeant, many small wounds are nasty against invul saves
If leaders drop in price, they could be worthwhile, but the price of Jump Intercessors overshadows them completely.
Chaplain at 60 pts. is ok. +1 to wound makes their chainswords a lot better.
Jump intercessors don’t have battleline.
@@LinkiePupBut do you need more than 3 units of them?
The cynic in me says; GW want you to buy 2 boxes of jump Vs one box of assault. Though I suspect that might be an oversimplification. All subject to change I guess
My BA soul says yes I wanna feild 60. Esp since Van Vets got nuked.@@davidgantenbein9362
I run 1 5 man unit in an impulsor to grab objectives and they always do their job. That ability to reroll all wounds vs an enemy within range of an objective is super useful.
Started doing this with a lieutenant attatched. I love how they play and I love the melee aspect of them. Hell, they even took out a morkanaut.
Note on the Judiciar.
Because the assault intercessors grant wound rerolls, the Judiciar is a great leader for them because he can fish for 6s for those sweet Devestating Wounds with Precision.
The single biggest thing I want for Space Wolves is to be able to run them in squads of 15 like Blood Claws. I'd run them in every list if that happened.
Oh yeah that would be sick
Only if guardsmen are allowed to roll in units of 30+ again
Right now I have a lieutenant and ragnar with 10 assault intercessors, and it's just perfection. Can fit in land raiders and repulsors then as well. So much synergy between the 3 units
@@KingZappa Ragnar, a Lt, and 14 blood claws in a Stormwolf has made a few plays for me!
Ragnar with just the 5-man squad is a ridiculously cheap beatstick, especially when targeting enemies on Obj and having a small footprint, good p/p power, and saves points for heavier investment elsewhere. A good small distraction carnifex that can’t actually be ignored
The 10 man blob giving wound rerolls to attached characters is pretty funny if you go in on it
Battleline gives them access to Inquisitors, for most they'd just be ablative wounds for the character but Kyria Draxus would be good for ensuring they get to the midfield objective they want to take and then won't just be shot off it immediately
I can't remember where I heard this but someone (probably Vanguard Tactics) pointed out that they are great for buffing characters. Putting a character in them gives the character the re-rolls to wound and makes them more tanky as the enemy has got to waide through the Assault Intercessors. Really great if the charcter can buff them in return too.
TL;DR: Assault Intercessors are great for buffing fighty characters, rather than the other way around.
I was considering taking 10 of these with a Chaplain for that reason. The buffs go both ways
Reason: Chaplains +1 to wound makes them (The Assault Intercessors) genuinely scary in melee. Also the chaplain receives the option to re-roll his melee attacks on objectives. The chaplains melee is "5A/+2/S6/AP-1/D2" with the assault intercessors buff and his own buff he would probably become a monster on objectives.
Judiciar giving them Fight First is also pretty nice
Experimenting with Azrael at the mo. 4+ invuln and sustained hits for the unit - and Az has Dev wounds for himself.
@@oldmangames9292 this is the exact combo I'm looking at for a white scars army project (proxing DA rules with WS 30k models). I first was picking between a Judciar or Libarian (good combos but also flavourful which is the objective). Then saw Azrael and thought holy shit, this fella goooooood.
@@thelonewolf9866 chucking a chappie is probably my default/go to pick with them for the same reasons, if I am using them more aggressively.
Running them in a group of 10 with Ragnar and a lieutenant in vanguard spearhead is alot of fun especially when infiltrating to hold objectives or close to enemy lines early on
Perfectly timed video for me this one! Just looking at jumping back into 40k after some years out and I do just love the look of some combat Marines. So it's nice to hear abit about them as was thinking between Bladeguard and these guys to hop in a Land Raider for central objective fighting. Sounds pretty much how I expected. I knew these would be worse off in combat but also cheaper in points so means putting more firepower support elsewhere to make up for it. Thanks for the nicely informative video Auspex! :)
If ya can find 3D printed jump packs or firstborn ones for cheap use those vs buying the new jump
Bois
@@boonballer That's a really nice shout! Can then make some really cool poses instead of everyone falling off of a tiny tactical rock then too! :D haha.
They are great kitbashing material for their poses.
There's a guy at my local GW who we all play each week on beginners night. He plays Space Marines, but he has trouble with some of the names. He calls these guys _"Inter-cest-ors"._
It wouldn't be so bad if it weren't for the fact that he's into the lore, so tends to refer to his minis as "brothers".
Had a lot of success using 10 in a Land-Raider using Gladius with Honour the Chapter strat. Mostly with a more shooty force that sits back a turn, letting opponent take mid first. Honestly, getting 10 of them reliably into melee on an objective - 40 attacks - wounding ANYTHING on a 5+ or better with wound re-rolls and AP2 is a pretty scary hit. And that's without any character support..
Just did some maths on it - and if I didn't mess it up, in a perfect world, led by Azreal, they are doing on average 39 wounds to terminators...
Champion has a powerfist, they charged, in assault doctrine with Honour the Chapter strat - against an oaths target. This is not counting any chip-damage from shooting.
Given that much of it is from D1 hits, it'll almost drop a full 10-man Deathwing Knight squad! (ofc this isn't factoring armour of contempt)
Either you take 2-3x 5 man squads as a backline screen instead of Infiltrators/Scouts/Intercessors, or you take a 10 man squad with characters to quickly cut through their front or backline screens to capture and hold and objective, usually if you have access to advance and charge only.
Anything else will typically have better options for 20-30 points more.
I keep 5 of these guys with a captain in my Rep. Executionor and they're a very handy anti-charge threat/response. They've come in handy in many games now and the Captain has the 4+ FNP from Ironstorm for a nasty, survivable sting-in-the-tail.
I hope the make a heavy assault inteccessor unit. No gear changes. Just a big heavy t6 squad of chainswords
Personally, I think the assault Intercessors and the ordinary Intercessors should be blended together.
Leave the power weapons to the Sergeant, allow Intercessors to exchange their various Bolt Rifles for either a heavy bolt pistol, a hand flamer, a plasma pistol, or a storm bolter, and this exchange allows them to wield a chain sword for a slightly boosted melee profile in exchange for a slightly crippled ranged profile.
Because as it stands: I just don’t see why I should pick Assault Intercessors over ordinary Intercessors (unless I’m playing Blood Angels).
I pair them with Gabriel Seth and a Sanguinary Priest. Seth gives them advance + charge, SP gives the entire unit a 5+++ and makes the unit Ap -2 (Seth and the Sgt Ap -3).
They are absolutely mulching whatever you put them into. With Oath + Red Rampage, you’re picking up any unit in the game.
If you use them well, they can surprise you. If you just have them charge everything with no thought, they die every game.
Early in 10th I tried a unit of 10 vs a unit of BT Primaris Crusaders and Crusaders were the winners. One additional attack with chain swords I found to be helpful.
It's important to note I only had the Intercessors from the 9th edition Starter box sets so no Power Fists, Power Weapons or Thunder Hammers.
In a personal and particular experience, not long ago I played 10 of these big boys led with Mephiston, and although they were not my biggest source of damage, they did become a real mower of enemies in their path, so much so that I managed to get down (with a lot of luck ) even Hellbrute of the Death Guard and several Plague Marines and Poxys
I think I might of played in that game, did he get stopped by a lord of contagion in the end?
@@arkslippyjunior7773 Hahahaha I don't think so, the squad and Mephi ended up falling to a Mortarion, giving him some wounds.
Anyway I won on points thanks to my heretics pruner squad
Its dope to see fenris workshop liated here. I buy most of my models from them. Great store
I run a squad of ten in Firestorm as an objective harassment unit you can’t really ignore, they’re lead by a Lieutenant for Lethal Hits, with the squad ostensibly buffing him with wound re-rolls on his S11 Power Fist. For more fun, the Sargeant runs a Thunder Hammer. They’re cheap, but hit harder than you’d expect, purely for volume.
I say assault intercessors are alright at finishing of targets? They don’t have the damage output to deal with standard units but they’re nice to combo with some shooting units who shoot someone on an objective than the assault intercessors charge in and get re-roll on wounds. I’d say they aren’t standout but they do have a purpose (outside of when they are in 10 man squads).
I've been running ten with Tiggy, they work as well as Marneus bladeguard and rip through terminator squads 😊
Same
10 Assault intercessors with Gabriel Seth looking very nice
Gabriel Seth with a nice sized blob of them is a pretty good threat
As SW player, since we have bloodclaw, it way more worth bring 10 of them + ragnar + lieutenant, +1 A and S when charge and can bring 2 range weapon such as melta gun or plasma gun
Models look pretty cool tho
They certainly look cooler than standard shooty intercessors
I use them in every list for my space wolves. They make a great escort for Ragnar and possibly a lieutenant. Ragnar kills most everything by himself and then their 16 attacks plus the Sarge usually mop up anything that’s not already dead. I’ve found that the more expensive melee units don’t need a character like Ragnar to be effective so he runs around and destroys enemy units on objectives and my T-Wolf cavalry does the rest
Re-roll hit and wound is rather nutty for a cheap squad.
by itself this unit is absolutely fine.
However for 5 extra points you get jetpack which gives much more flexibility.
For their price point, they're a decent enough chaff/OC control and screening unit that you can put a good number of bodies onto a board with. For Space Marine players, that's a good thing as their armies are elite enough that they often struggle to be in all the places they need to be and survive the loss of a critical squad. Since they're also battleline, you could also use them en-masse to help tie up a big potent melee threat by spacing 5 man squads just outside of consolidation range. And they'll shred any light infantry that contests them on an objective.
You’re not wrong… but scouts are just better at this. Infiltrate and scout move, redeploy, missile launcher, 30% cheaper…
True, but they have a slightly worse save, and don't get chainswords for close combat with it's more attacks and -1 ap which is great for light infantry. They also aren't battleline like the Assault Intercessors, which means they're capped at 3 units, versus 6. So take both, eh? :) That's a lot of infantry/OC control for a Marine player, and wounds to chew through for an opponent.
Besides the movement and ability that Jump Intercessors have over them, the potential to have 4 plasma pistols in a 10 man melee unit is pretty crazy
I have been cooking up a list with the plan of charging them from a land raider for a cheap 10 man blob to maybe ride with uriel and give him re roll wounds
Also running ten assault intercessors in a land raider, I put mine with a chaplain. Reroll wounds with the +1 to wound can definitly trade up. If you're putting uriel in there I'd definitly include a lieutenant. In for a penny in for a pound.
I've tried them once with calgar and a apothicary against death guard.
They survived really really well and are impressives objective holders, surviving mortarion multiple turns and keeping the objective for all the game.
Since the changes to non codex compliant leaders, I've been doing some maths with Gabriel Seth and a Sanguinary priest on a block of 10. Not only they get +5 fnp, which is good, but the damage skyrockets if you use red thirst. They get lethal hits, +1 attack and strength, lance, 2 ap, and Seth can get wound rerolls on his already great melee profile, I got results of 20-30 wounds on a t10, 2+, 4++ profile. I don't know how practical it is in a game, I'll to try it when I'll get the chance, but Flesh Tearers fans are eating good I think.
I think the main problem for them is, that the Jump Interecessors are better or at least equal in most points, besides OC, in at least 8 out of 10 scenarios, I'd prefer the faster guys!
The biggest problem is that they are wildly inferior to the unit they replaced (assault squad). OC2 is basically their only meaningful feature, and given the alternative is a 12" move and a mortal wounds ability, the jump intercessors are a shoe in.
There is now jump assault intercessors that are a direct replacement for assault squad
@@spacebb No, assault intercessors with jump packs are a direct replacement for the assault squad with jump packs.
Assault intercessors without jump packs are the replacement/upgrade to the assault squad without jump packs, which was the better assault unit.
Honestly the wound reroll alone is bangin. Throw a melee character on there and they’re pretty decent midfield bullies for relatively cheap.
Strongest reason I support them is because azrael can attach to them. This gives them the 4+ invuln that bladeguard would have and doesn’t waste anything from azraels buffs. Also sustained hits 1 for the whole squad. Then slap a primaris Lieutenant on there and your enhancement of choosing (mine is infiltrate from vanguard) and boom, you have lethal hits sustained hits with 40+ attacks including azraels insane sword rerolling hits and wounds on an objective turn 1 or just sitting somewhere with a 4+ invuln
As a BT player, they are gonna be great to mix into crusader squads to make more units of them once the new scouts finally launch. They come with 2 power fists and I already have a bunch of sword bros hanging around to be a Sgt. Saves time not having to do up all of them with tabards and you get a variety of poses with your black tide.
With the stratagem honour the chapter and a captain with the honour vehement in the assault doctrine, these guys take out a bunch of toughness 7 guys on objectives.
I am happy for my 10 man assault intercessor unit led by a chaplain. They are doing well for grinding the enemy down.
As you roll the video I think if they would do better with a lieutenant in Gladius.
I saw a few vids of people saying they were interesting in black templars with either lethal hits or sustained from the detachment rule. As a neat little piece to go where you could justify a whole crusader squad or sword brethren. This was before the new jump intercessors though
I ran a couple games with 40 assault intercessors built from the 9th boxes, so no Power Fist or Hammers or Plasma. Crashing onto objectives with that many power armor wounds was very effective and they eventually killed whatever they hit.
I play my five Assault Intercessors with a plasma pistol/power fist and led by Kor'sarro Khan in an Impulsor. Khan is 70 points so the whole bundle is 230 points. Khan is good for them because he gives the melee weapons Lance and the pistols Assault. So since I'm playing White Scars obviously, the squad can advance, shoot with the pistols and then charge.
Between the Lance and the Unit rule they tend to do a fair amount of low-medium strength damage. Plus since I'm White Scars I get to advance and Charge with the Stormlance Task Force. It's not earth shattering, but it's a decent combo.
Plus Kor'sarro's whole thing is to gain you CP whenever he personally kills a character which he can because . . . well, he's Kor-sarro. That's what he does with his Precision Moonfang.
Mine bodyguard Tigerius and Deep strike with Ventris’ ability next to 10 termies/CPT/Chaplain in a vanguard. Prob worse than DA, but I run my Guilliman and Flamestorm Aggressors out of a Land Raider for a full court press style army.
As a 5-man squad to run around and grab objectives, there are better options (scouts are cheaper/more versatile, infiltrators are amazing, jump packs are faster, etc), but the “reroll wounds” ability is something that can be fun to build around. Don’t get me wrong, there are still stronger options in the book, but 220 points for 10 + a chaplain is surprisingly punchy, assuming they live long enough to get into melee lol
While I don't play SM in 40k, so can't speak on them there lol. I do use them in Killteam here and there. They do some decent work in that zone of war.
They pair well with a chaplain, +1 to wound and rerolls is a really solid anti infantry block
Also you can put the whole thing in a land raider and then you're cooking with gas
Them with Ragnar Blackmane turns the unit into a missile unit that can kill majority of things you point it at, a long woth being in Gladius to gain access to Lance and +1 ap in assault doctrine.
SW have a real issue with too many infantry that are just flavours of light infantry blenders, especially as Wolf Guard were given the Vanguard Veteran treatment, so Assault Intercessors have a lot of competition for their role.
I especially like big Blood Claw Packs with a Wolf Priest, on the charge vs meq they wound on 2+, are cheap per marine and get some special weapon access.
5:13 even before it wasn't close. The difference in 3s vs 4s to hit was huge.
They are perfectly fine.
Their reroll wounds rule is actually good for their cost.
Issue is mostly there are just statistically better options.
You can take calgar with 10 of them and an apothecary and the apothecary can continue to resurrect the victrix and you tank your hits those which have a better profile.
They made more sense when Troop Tax was still a thing. Right now I feel their best used is interspersed with another unit, either to add some choppy threat to a shoot unit or to bring some more bodies and punch to a melee death star.
I love assault intercessors, but they just seems lacking in comparison to Bladeguards or Chaos Legionnaires. I do love them with a Capt if i want even a unit of 5, the full reroll on the capt dev wound turn is very good, and grenades for free.
they pretty decent for the price, i stick them in an impuslor with a lieutenant and they do work against most thing
I've been playing in a league since 10th edition dropped which requires at least 2 battleline units in each army and I've been bringing these guys every game.
You couldn't be more right in saying it depends what army you are playing/situation.
Some games these guys have been the MVPs, some games they have been cannon fodder.
They've even hid behind buildings holding the home objective to great effect.
Not bad for beefing out you're army but don't expect miracles unless you're chopping down hordes of guard 😂😂
I see them out competed by scouts and jump intercessors, except for with Tigirius… I feel like he actually could go with them and be a bit cheaper and better for objectives than bladeguard
Assault inters are just cool af. Plus assault inters have the benefit of being dead easy to convert to jump inters.
The only other niche I can think of, is that Assault intercessors are currently the only infantry costing exactly 80pts, so if you only have 80 points left and you want marine troops, your only options are these, eliminators(75) or scouts(55). But personally I prefer to upgrade to a an intercessor or jump intercessors if I had the points. Wish GW gave 1-2 regular assault intercessors the option to use thunder hammer or power fists, they would be really scary in melee.
I was thinking about running a 5 man squad of these with Gabriel Seth and Sanguinary priest for the AP and feel no pain. That way they can advance and charge and get spicy buffs
They are decent. With the right characters, they can put in some work. As you said, though: any character you put in them would be better off being put into the bladeguard if they can.
I think what they should have done is make it so that the on foot ones could also take one special pistol per 5 guys + Sergeant. Just like jump. So that they have an easier time softening up targets before they charge in. Other than that, they are usable.
Their faster jumpy battle brothers just overshadow them too much to want to run them.
I run a 10 man in anvil with a lieutenant.
Somebody's gotta run up while my other damage dealers are standing still and the opponent has to either choose to focus on them or on the squads shooting them. They have enough attacks to take down an angron or most things sitting on an objective and if they get stuck in melee their pistols hit on 2's lol
From a tactical point of view, intercessors should have a bolt rifle, heavy bolt pistol and a chainsword
Or just give every marine a warsuit lol
Glue jump packs on their backs and boom! You’ve got 10 jump Intercessors for the price of 2 boxes.
I think the jump pack dudes are plane and simple better. More mobile in smal numbers and +1s plus +1 to wound in firestorm with a jump pack captain means they wound other marines on a 2+. Seems way more cost effective if you search a fast horde killer.
It makes sense because they basically are despoilers, but for40k
GW should pay you for this content.
Thanks
I want to use them sooo bad with Mephiston, but without being able to attach the sang priest it just doesn’t math. Wondering if the future dex will help us out
I like them, pretty versatile. They can just sit on an objective or be an annoying “mosquito” unit for you opponent to either ignore or waste shots on
I think it's good that you get 10 in the box, rather than the overpriced bladeguard & jump pack marines. If I was going to use them, I'd go with a land raider and lieutenant or big land raider, plus lieutenant and Calgar. Comparing the squad directly with bladeguard, they seem to be on roughly the same level IMO, bladeguard are better against marines, but assault intercessors are better against lighter infantry. The shock assault rule is a good one and that's often going to translate into full rerolls to wound.
Personally, I have a whole bunch of regular intercessors, so I'm going to hold off on more battleline infantry, but if I was starting a marine army from scratch, I'd get a box of these
My question about Assault Intercessors in the context of Black Templars, if you have a Black Templars impulsor and want to put a melee unit in it are 5 Assault Intercessors and A Chaplain better than 5 Primaris Sword Brethren without a leader? The points are exactly the same cost for both options.
Good or bad, I think they look great. Always use them in my Templars lists.
I tend to run more Bloodclaws but will tend to take one unit of the Assault Intercessors. The do play well.
I mean, 10 assault intercessors with mephiston charging into a model is a 40k sized blender.
I think they are a great parallel to Bloodclaws, however Bloodclaws are 140 points for 10 and get access to 2 Meltas along with the weaponry the Intercessors get (minus the Thunderhammer.).
Their unit ability is innately better, so if they were 75 points for 5 I would call that a fair win.
I mean 80 points for 5 dudes that have felled 4x their numbers with some good rolling (true story!) I'd say they're worth it.
even if they're not AMAZING, they fall into the Tactical Marine situation of "they're SO bad, it's actually an advantage." Where opponents will be forced to choose between wasting shots on a "chaff" unit, or letting said unit inch towards their weak spots.
So in short, use them for flavor or the occasional Repentias style bonzai charge. Results may vary ¯\_(ツ)_/¯
I like running Intercessor squads of both flavors with an Ancient backing them up for more sting, whether it be ranged or a power sword so they're a pinch scarier in melee.
edit: I must say though, if Intercessors and assault intercessors got rolled into a single unit, thus allowing you to mix/match with melee and ranged, they'd definitely be what I'd call "Super Troopers"" and also kinda invading on Templars territory by copying their crusaders a bit.
Has there been clarification on the wording of their ability?
"Re-roll 'a' hit roll of 1"
Or
"Re-roll 'a' wound roll if on objective" etc
Don't those rules read as just the one re-roll not all 1s/wounds?
They were great when they were troops and you needed to pay the troop tax, but the way list building works now makes them less relevant. But they do look cool, which is the real best reason to include a unit in a list IMO.
Mine thunder hammered an ork truck out of existence so I'm enjoying them
they just need a ride. thats all. and some extra pistol options like the ones with jump packs get. let me give them a pair of flame pistols and a rhino!
Thier the a-typical unit of "if i do x with them thier good" but when you do "x" with somthing else thier better. Thier the ok team, the good enough squad. To be truley good they need to do somthing that somthing else somewhere else doesnt do better.
Assault Intercessors: You kitbash’d all but five of them into Bladeguard.
Or just slap jump packs on them
Run into enemy deploy zone objective with ancient - profit
They're not bad when I've played them but certainly niche--granted all three battleline space marine options are aggressively mid. They really do feel like a unit that would actually benefit from a points cut, though. There's nothing wrong with them and they bully light infantry well, but like you said, they fall behind Bladeguard and Jump Intercessors pretty badly, and Intercessors feel more flexible for 5 points more. They could honestly stand to be at least 75.
That said if you don't want Uriel unescorted these are a cheap, fighty way to do it/
so wait, when did they change devastating wounds not to generate mortal wounds? rule book says it does.
if running squads of 10, you lose out extra wargear right? vs 2 squads of 5. Each Sgt getting a upgrade?
Should drop prices:
Assault Int: 70/75
Vanilla Int: 80
Jump Assault Int: 80/85
Its kinda funny but also sad as a BA player that the best unit option for our big boys Dante and Mephiston are just regular melee intercessors. TBF to Dante the SG's main problem stems from being too high cost for what they offer. If they were just bit cheaper or a little tougher (3 wounds or an invul save) they would be the better pick.
Im running 20 in crusade + 10 with jump packs
I'll admit I'm not overly impressed with 10th, but the $$ price of the range atm is just ridiculous. I have bought a full battalion of battletech models (roughly equivalent to a 2k point 40k army) for less than what it would cost me for a SINGLE box of Intercessors. And the quality difference certainly does not match the price difference.
My Flesh tearers enjoy having 30 of them
Stick jet packs on them 👌🏽