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Incursors anyone?


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Does anyone run Incursors? I just picked up the combat patrol box and I'm trying to decide which to build with that sprue? Each has useful unit abilities, but I think Incursors are better for set them up 9" away from a unit they can shoot up (no cover), and then charge with a close combat stat that goes better with our chapter tactic. 

 

but if you're playing someone who deep strikes then its a no brainer.

 

Anyone else have experience running these two types, Incursors and infiltrators?

 

 

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I run both. 

 

I use 2 squads of Infiltrators (with Helix, obvs) and then one squad of Incursors.  When I have points, I use the haywire. 

 

You've mentioned the key things - the fact that they have that nifty -1AP - it makes a little bit of a difference, and theyre Phobos for 10 points more than the  Assault Inters.  I think theyre solid.  I wouldnt run 3 squads of them, and if theyre your first phobos unit into the mix, I would consider rather making them infiltrators (far better TAC unit).  
But if you have a squad of them already, then its all good.  

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I've run them with the Haywire, but I gave up on it when I think the first 7 out of 8 times I tried to trigger it, I rolled a one.

 

I've found that I like having 1 squad to grab a midfield objective early, while a large squad of auto intercessors pushes the middle, and a 5 man assault intercessors goes into reserve for actions and late game objective stealing.

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I've been using them, but more for sneaky PHOBOS PRIMARIS objective grabbing - They have access to Smokescreen, Transhuman and Guerilla tactics, which is a great toolbox. 

 

I use infiltrators first though. The Medic is great (though not present in the normal sprue...), and the 12" Deepstrike bubble can protect the back of my army when the rest goes forwards. 

 

I'd ultimately reccomend getting a unit of each. 

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I run 2 squads of Incursors, they are great for grabbing and holding objectives and by third turn they can become quite useful in combat just be strategic with them.  No need to charge them into combat they don't shine at that till T3.  Keep them safe and score objectives early.  And as Xenith wrote they have some good tricks up their sleeve. 

Edited by Drunken Angel
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I have three squads of them, though I usually only run two, and i love them. With a sangpriest with jp just waiting to drop in where he's most useful I find they are almost as effective at controlling board space as the infiltrators are.

 

Though that could just be my opponents scared of my incursors who apparently have a rep for being invincible at my FLGS. I do admit I seem to roll an insane number of 6s for their armour saves...

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Usually just 2 squads of five, with or without mines depending on points. Infiltrators are the only troop choice I ever run more then five of and then only in silly games where I can spread the unit out as much as possible to make their no-drop zone as big as possible
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I tend to agree, the rules for 9th definitely encourage MSU, especially for Troops. The only units I run larger are things like Sanguinary Guard when I have characters like Priests who apply buffs to a specific unit rather than with an aura.
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