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Indomitus Units & Combos Discussion


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This topic will be more focused on use of and combos with the units coming from the Indomitus box set and the new units that will accompany it shortly after release (Buggy, Turrets, Biker Chaplain, Techmarine). What combos are you guys thinking of already? Here's my ideas so far:

 

1) If bladeguard go to 3-6 unit size, a unit of 5 plus the Judiciar in an Impulsor will likely be a staple for us. Disembark, advance, Devout Push into combat, utilize the Tempor Mortis from the Judiciar to ensure the unit they're in combat with fights last. Losing the 1 attack on the charge won't hurt the blade guard too much as they have a bunch already. 

 

2) If the outriders go to 3-6 units size, take a unit of 5. This is made even better if the Sarge can take power weapon options like the fist, hammer, or power sword. Start them 6'' away from your HQ with the Crusader Helm, put them into the assault doctrine, then use your litanies to give them +1 attack, and even a 5+ to ignore damage if you think its necessary. These buffs can be given to them by characters on foot, and then sent on their way. They have a 14'' move, and we'll be able to give them +2 inches to charge range with a biker chaplain helping them along. On the shorter boards in 9th, they'll have their choice of targets. On the charge, that unit will have something ridiculous like 30 something attacks with AP -2 chainswords that auto wound non-vehicles on sixes to hit. 

 

If instead of going for the kill we need them to hold an objective, we can give them that 5+ to ignore damage and spend 2CP on Skilled Riders to give them a 4+ invulnerable save, 3+ if they advance. That unit will be tough to shift. 

 

 

Your thoughts brothers? 

 

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Chaplain with Litnay of devine protection and the litany which increases each aura +3" + Crusaderhelmet and a judiciar nearby so if we face another space marine outrider list as our enemy we will strike first (his aura gain +3" so) and if we are charging we have autowounds on 6 (which makes sense by T5 with S4 attacks).

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Chaplain with Litnay of devine protection and the litany which increases each aura +3" + Crusaderhelmet and a judiciar nearby so if we face another space marine outrider list as our enemy we will strike first (his aura gain +3" so) and if we are charging we have autowounds on 6 (which makes sense by T5 with S4 attacks).

 

Judicar + Crusader Helmet + Fervent Acclamation is pretty cheeky! That's a big charge defence bubble.

 

Edit: Ah wait hang on, would they work? Crusader and Fervent add to Aura abilities. Tempormortis is not an Aura ability, so they won't work.

Edited by Brother Kraskor
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BG's and Outriders seem to be locked to 3 models.  Note the lack of the very specific language regarding increased numbers increasing the PL, which is found on most of the other squads that can be larger.  See the Assault Intercessor for an example of what I'm talking about.

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BG's and Outriders seem to be locked to 3 models.  Note the lack of the very specific language regarding increased numbers increasing the PL, which is found on most of the other squads that can be larger.  See the Assault Intercessor for an example of what I'm talking about.

 

Yes they're very specifically locked to 3 in the data sheets from the box. The real test is wether this will remain the case after they get a multipart kit or not.

 

As a comparison, inceptors from the Dark Imperium box were initially locked to 3, and then became 3-6 once the multipart kit came out.

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There's ten assault intercessor models in the box, so it makes sense that they're 5-10. We had no idea inceptors or aggressors were going to be 3-6 until the new codex came out with the standalone box sets. I'm trying to be hopeful/positive here! haha

Fair enough. I didnt know there was a history to this, so add me to the hopeful pile. I was hoping to only use one unit of 5 BGs (and 5 Eradicators) to shave a few points vice two teams of 3 each myself.

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Ah yes true enough Marshal Arthur. I am also hoping that the Assault Intercessor sarge gets access to the various power weapons. 

 

Something I thought about today, what if the biker chaplain gets the same devastating charge rule the bikers have? You put the relic crozius on that guy and all the sudden you have an absolutely terrifying threat on the board. 

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And let’s not forget there’s a stratagem for each Intercessors weapon variant, I’m sure assault Intercessors will get one as well.

emperors will is exactly for them I think^^.  Thats why I put this argument in this thread... emperors will for one unit and the other unit will use devot push for example.

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Ah yes true enough Marshal Arthur. I am also hoping that the Assault Intercessor sarge gets access to the various power weapons. 

 

Something I thought about today, what if the biker chaplain gets the same devastating charge rule the bikers have? You put the relic crozius on that guy and all the sudden you have an absolutely terrifying threat on the board. 

 

If the leaks are correct and he's 130 while the foot Primaris chaplain is 85, he very well might get that. 45 points is a lot for just a bike; for example, a bike captain is only +20 over a regular captain.

 

It's also possible he'll get +2W like Outriders do, which would put him at 7 wounds and T5. That's a beefy chaplain!

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Ah yes true enough Marshal Arthur. I am also hoping that the Assault Intercessor sarge gets access to the various power weapons. 

 

Something I thought about today, what if the biker chaplain gets the same devastating charge rule the bikers have? You put the relic crozius on that guy and all the sudden you have an absolutely terrifying threat on the board. 

 

If the leaks are correct and he's 130 while the foot Primaris chaplain is 85, he very well might get that. 45 points is a lot for just a bike; for example, a bike captain is only +20 over a regular captain.

 

It's also possible he'll get +2W like Outriders do, which would put him at 7 wounds and T5. That's a beefy chaplain!

 

and maybe he get the special rule which would give him +2 attacks which is awesome too.

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And let’s not forget there’s a stratagem for each Intercessors weapon variant, I’m sure assault Intercessors will get one as well.

emperors will is exactly for them I think^^. Thats why I put this argument in this thread... emperors will for one unit and the other unit will use devot push for example.

He means a new generic SM strat for them like Rapid Fire on Bolt Rifles. Something to make them power up their chainswords or pistols for a turn.

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And let’s not forget there’s a stratagem for each Intercessors weapon variant, I’m sure assault Intercessors will get one as well.

emperors will is exactly for them I think^^. Thats why I put this argument in this thread... emperors will for one unit and the other unit will use devot push for example.

He means a new generic SM strat for them like Rapid Fire on Bolt Rifles. Something to make them power up their chainswords or pistols for a turn.

 

I know but I just want to say that we have one specific for us ( of course we can use it on other units too but I think if we play mechanized Primaris the Impulsor rush will benefit very well)

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Brothers in 8th edition I always struggled with how I balanced out my anti tank options. I knew I wanted a primary and secondary dedicated anti-tank unit, such units were usually vehicles themselves. The most effective options being the Repulsor Executioner and the Quad Lascannon Mortis Contemptor Dreadnought, and I usually would bring both of those in a game if I knew I was going to have a tough matchup. My Invictor and Aggressors could pull double duty as tertiary anti-tank units in close combat if needed, as well as Suppressors if they're still alive.

 

I'm thinking that the Eradicators are going to be a really nice option for a reliable anti-tank unit that can take good advantage of cover, and especially good advantage of being able to outflank. Those 6 shots are going to have no problem destroying most standard vehicles like Rhinos, Leman Russes, things like this without the need for re-rolls. Where things start getting iffy is if we're trying to kill a Wave Serpent, Impulsor with a shield dome, really anything that has a 5+ invulnerable save or better, and has a minus to hit penalty. We may still be able to pop the odd Venom and/or Starweaver well enough with them. 

 

I think the Eradicators will be definitely a choice to look at for us, especially to outflank them for 1 CP

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