It was love at first sight. As soon as I saw this kill team, I ordered a box of 10 Intercessors, and 10 Assault Intercessors, with the idea of creating two Intercessor teams. My in your face assault heavy team will be Blood Angels, and my shootie heavy team will be Ultra Marines. These will be my first Kill Teams as I'm just getting into Kill Team. I'll create multiple Sergeants and options to swap out warriors depending on mood or opponents. With In the Dark coming soon, I created an Assault sergeant with hand flamer, and power fist, and one with heavy bolt pistol and power sword for the regular open kill zones. I'm almost finished building and priming my Blood Angels.
Just a heads up; they removed the keyword from this team, so you can mix and match to your heart’s content. Maybe a Blood Angels/ Ultramarines joint operations task force? 👀
I absolutely love this team. The variety of rules allow MASSIVE flexibility in creation, but plays simple and smooth based around how you chose to play them.
0:00 Intro 0:38 General team view 2:22 Operatives and load outs 4:39 Tac Ops 9:23 Chapter Tactics (habilites) 26:01 Ploys (strategic and tactical) 32:45 Back to operatives and load outs 32:55 Sergeants 34:46 Generalities about the whole team 35:46 Intercesor grenadier and gunner 37:27 Equipment 45:34 Goodbyes 46:07 What to build? 47:27 2nd opinion on what to build 48:46 Hot takes
Stalker bolt rifle on the gunner is good. The bolter is heavy but the grenade launcher is not. So you can still move, dash and shoot the grenade. Once you have him where you want him stationary he is then firing twice with AP1 since bolter gets it just like the grenade
As a blood angels, I'm absolutely using aggressive and rapid. I really want to get to chainsword range, not necessarily because it's more or less effective, I just want to get in close and RIP AND TEAR. Strategic planning powered by The Red Thirst.
I tried em this weekend with the Chapter tactics that give plus 1in move and Crits Perry 2 dice. It was nuts! They kill in melee and keep going! I built them as templars so it was thematic and insane. 2 Equipment on a bolter for lethal 5+ and +1/1 Damage really killed things too.
i really enjoy the simplicity yet (probably?) power of this team. I always found it strange that teams with as many moving parts as the kommandos and vetguard were the starter box teams, this is more what i was hoping for. Solid options, but nothing too fancy or with many moving parts to keep track of while you are learning the rules of the game. I personally thought that doubling up on the wound boosting defensive traits would work well on a team. Play them as minotaurs, salmanders or some other notoriously tough chapter. Having a 6 man team of effectively 16+ wound models seems like it would be v hard to shift.
@@HalfZatoichi that's fair, but that issue is already present with the harlequins. Powerful and quite easy to pilot. Game data will bear it out, but I feel like the intercession team will be a solid a team without being oppressive like pathfinders or quins used to be
as for Stealthy vs Durable vs Unyelding I think the fair way to compare them is that +1 W is guaranteed, but is so small that it could be insignificant. Durable is better if you're able to proc it at least 2 times (very possible), but stealthy is even better if you're able to block even 1 dice that could otherwise fail (usually it's 3 dmg per shot, or even more). Also it lowers the overall variation so I'd rate Stealty (1) > Durable (2) > Unyelding (3)
Stealthy is conditional on positioning, AP and doesn't work in melee. Durable is just 2-4 additional wounds. Stealthy is good vs. shooty teams like phobos but terrible vs. legionaries for instance. Durable is just always good.
@@jaap2528 yep fair point, it's more for shooty builds (as i planned to do + security ops btw). Anyways the ceiling is much higher, then it's all about risk/reward ratio
You made a mistake regarding the chapter tactic categories: The categories DO matter. Because you have the ability to do a pregame swap of one of those tactics but it must be from within the same category. I would say it might even be beneficial to maintain picking 2 from 2 different categories so that you maintain more flexibility than if just selecting 2 from a single category.
About abilities, there is a problem if you go to tournament you need to select most default.. because its about your roster so you always need to Choose option against every team. I really love stealthy but you cant use it against pathfinders, its bad against elite teams with plasma or VD. So you cant use it always. So maybe rapid or Unyielding is default option with Durable.
There is the tactical ploy where you can change one to another in the same tactic at the start of the battle, I’d probably choose tactics based on how I wanted to play, not who I expected my enemy to be. If necessary then you could swap one like stealthy if you were against pathfinders like you said.
Stealthy and durable just make these guys tanks regardless if you are running shoot or melee lineup. Choosing between guaranteed 2 saves or a crit save is amazing. If you are shooty team you are sitting behind cover shooting anyway. If you are melee you move up the board in cover. As for durable the only way its not better then unyielding is if you dont get hit with a crit. Chances of that are very small. Most likely its going to reduce 1 or 2 W per model. Only other thing to consider is for the Sergeant unyielding does bump them up to having to take 9 dam instead of 8 before they are counted as injured
Dueller and mobile on a shooty team instead of an assault team: survive the melee charge handily, fall back, double shoot into their face. If you are equiping your guys with the combat blade all around, you can make charging you look even less appealing. This choice also lets you swap out the fall back for stealthy if you come up against a more shooty team that wont be charging you much.
I think Accurate is one of the best when you take P1 bolt rifles. Odds are they’ll be in cover and if you get that crit then suddenly they’re only rolling 2 saves from the P1 and they can’t retain from No Cover. Against anything outside of Power Armour you’re probably killing them outright each time.
So I'm thinking I'll go with 2 assault intercessor, 1 grenadier, the warrior with bolt rifle and scope, int sergeant with bolt rifle scope blessed rounds, and the gunner with ABR.
So the grenades (1x Frag 1x Krak) are free of EP cost, and limited, so no others can be taken, but how does the Auxiliary Grenade launcher work? I assume it's not limited, as it doesn't say so in it's profile, so can you fire it every round, in addition to the grenadiers grenades?
I ran them recently and love the Bolt Rifle w/Scope and the special bolts on the Intercessor Sgt. with Assault Bolters on the other Intercessors. Ceaseless is great.
I was interested you both favour IntSgt over AssIntSgt. Plasma is usually an auto take, but perhaps it speaks to how efficient you anticipate Methodical playing with IntSgt 2+BS into Overwatch and Wraith of Vengeance complemented by equipment. How often do you anticipate benching the IntSgt to run the AssIntSgt with the Plasma Pistol?
I would think it is far more likely to be able to take advantage of double shoot, from safety, than double fight. You might want to run the assault sgt when you anticipate running against a combat army like nids or chaos legionaries
Gunner operative can be picked once. Unlimited ammunition for frag / krak, yes. during whole match. Not for the grenadier though, there you have only one each
The downside is that you can’t pick the chapter tactics each game, it has to be chosen with your roster which makes them a lot less powerful cos you can’t just change them or tailor them for your opponent. You could be stuck with tactics that aren’t beneficial unless you go for more blanket effectiveness.
Do you think trading 1 model for mobile, rapid, unyielding, and methodical is a fair trade? It would make them feel tougher and faster while leaving the more flavorful tactics to shape how they play.
Im a deathwatch player and this scratches a similar itch for sure. It's not *perfect* for me and I'm still holding out hope for a DW upgrade (I just love stormshields, honestly. Thats it) but I can see myself really enjoying playing this team. Seems very cool that you can run them in a wide variety of ways and thinking about the coming Into The Dark "season", they seem REALLY strong especially on a lot of the maps we've seen already with a bunch of small rooms.
Champion of Mankind is really awkward for tracking and revealing... you ideally want to reveal it late... but you need to keep track of yours and opponents kills... without making it too obvious... and if you leave it too late your highest kill guys might die thus stopping you from revealing it for him. Revealing it too early though makes him a target and he might die only on 1 or 2 kills which is not what you want.
I am still really disappointed that phobos reivers are so subpar compared to every other option. An assault intercessor is superior in every manner to one. Wish I could get a reason to field my reavers.
I am very happy with reiver sarge on my phobos team. Reivers are all over the board with pseudo-fly, hit not that much worse than assault intercessors (read: hard enough) and there#s this tactical ploy that lets you hit twice before the enemy reacts. 8 out of 10 that is enough. Phobos just play very differently, play the mission well, stay untargetable, screw the opponents plans etc, while Intercessors just get into your face.
Reivers are much more mobile and can bolter discipline their AP pistols. Not to mention they can double strike with a ploy which is huge. Also aren't they literally the same stat line minus shock tactics baked in...
I feel like as Into the Dark comes out and we se a switch to the competitive play being CQB, the melee potential of this team just goes up further. Honestly it’s such a Swiss Army knife of a team, that I don’t think there is a *right* answer. For sure, there are some abilities/combos that I don’t think you’ll see outside of Spec Ops. But in terms of a competitive team these guys are easily A rank with the potential for S. My only area of disagreement with the hot takes is that Meticulous isn’t worth taking as a chapter tactic. Because “And They Shall Know No Fear” exists, I feel like that is the only strat ploy I pop most turns. And the alternatives to Meticulous in the same category just aren’t as good. Instead I feel like any of the Tactical Evasion tactics are a must take. That whole category gives you so much flexibility in game really no matter the opponent. I do feel like, while difficult, the Champion of Mankind tac op is achievable with either a Turret Sergeant or a Smash Sergeant. But it does paint a fat target on that model’s back.
ATSKNF costs a CP, basically methodical saves you 3 CP and improves overwatch. Which is huge. Doctrines are also really good, if you can get in a position where at least 2 operatives are eligible you already get double the value of a CP reroll. You also save points for transhuman which can come really clutch.
I've got a sizable marine force with tons of 'cessors so was able to make a good roster from my current pool of painted minis. Had a bunch of spare bodies and bits though, so made a good all-round team I'm painting as Flesh Tearers, a chapter I've always wanted to do but never wanted an army of. LGS is doing a KT league from September, so I'll be taking these as I didn't finish my Corsairs in time.
It may sound trite, but I love that they managed to make space marines feel a lot more like space marines.
It was love at first sight. As soon as I saw this kill team, I ordered a box of 10 Intercessors, and 10 Assault Intercessors, with the idea of creating two Intercessor teams. My in your face assault heavy team will be Blood Angels, and my shootie heavy team will be Ultra Marines. These will be my first Kill Teams as I'm just getting into Kill Team. I'll create multiple Sergeants and options to swap out warriors depending on mood or opponents. With In the Dark coming soon, I created an Assault sergeant with hand flamer, and power fist, and one with heavy bolt pistol and power sword for the regular open kill zones. I'm almost finished building and priming my Blood Angels.
you need 20 for a full roster right?
Just a heads up; they removed the keyword from this team, so you can mix and match to your heart’s content. Maybe a Blood Angels/ Ultramarines joint operations task force? 👀
You're going to want a plasma pistol on a sergeant, it's absolutely deadly hitting on a 2+
I absolutely love this team.
The variety of rules allow MASSIVE flexibility in creation, but plays simple and smooth based around how you chose to play them.
0:00 Intro
0:38 General team view
2:22 Operatives and load outs
4:39 Tac Ops
9:23 Chapter Tactics (habilites)
26:01 Ploys (strategic and tactical)
32:45 Back to operatives and load outs
32:55 Sergeants
34:46 Generalities about the whole team
35:46 Intercesor grenadier and gunner
37:27 Equipment
45:34 Goodbyes
46:07 What to build?
47:27 2nd opinion on what to build
48:46 Hot takes
Stalker bolt rifle on the gunner is good. The bolter is heavy but the grenade launcher is not. So you can still move, dash and shoot the grenade. Once you have him where you want him stationary he is then firing twice with AP1 since bolter gets it just like the grenade
As a blood angels, I'm absolutely using aggressive and rapid. I really want to get to chainsword range, not necessarily because it's more or less effective, I just want to get in close and RIP AND TEAR.
Strategic planning powered by The Red Thirst.
This team is well positioned to do well in the Gallowdark.
I’m a big fan of Stealthy.
I tried em this weekend with the Chapter tactics that give plus 1in move and Crits Perry 2 dice. It was nuts! They kill in melee and keep going! I built them as templars so it was thematic and insane. 2 Equipment on a bolter for lethal 5+ and +1/1 Damage really killed things too.
i really enjoy the simplicity yet (probably?) power of this team. I always found it strange that teams with as many moving parts as the kommandos and vetguard were the starter box teams, this is more what i was hoping for. Solid options, but nothing too fancy or with many moving parts to keep track of while you are learning the rules of the game.
I personally thought that doubling up on the wound boosting defensive traits would work well on a team. Play them as minotaurs, salmanders or some other notoriously tough chapter. Having a 6 man team of effectively 16+ wound models seems like it would be v hard to shift.
Which is not good for the game. What's the point of having a complex teams if simplistic ones reach their power limit but are far more foolproof?
@@HalfZatoichi that's fair, but that issue is already present with the harlequins. Powerful and quite easy to pilot. Game data will bear it out, but I feel like the intercession team will be a solid a team without being oppressive like pathfinders or quins used to be
as for Stealthy vs Durable vs Unyelding I think the fair way to compare them is that +1 W is guaranteed, but is so small that it could be insignificant. Durable is better if you're able to proc it at least 2 times (very possible), but stealthy is even better if you're able to block even 1 dice that could otherwise fail (usually it's 3 dmg per shot, or even more). Also it lowers the overall variation so I'd rate Stealty (1) > Durable (2) > Unyelding (3)
Well said brother. I feel people focus on straight up stat improvements rather than abilities that can be used to improve durability.
Stealthy is conditional on positioning, AP and doesn't work in melee. Durable is just 2-4 additional wounds. Stealthy is good vs. shooty teams like phobos but terrible vs. legionaries for instance. Durable is just always good.
@@jaap2528 yep fair point, it's more for shooty builds (as i planned to do + security ops btw). Anyways the ceiling is much higher, then it's all about risk/reward ratio
I think hardy beats them all, doubles your critical blocks on shooting attacks and will probably negate a lot of damage on average
You made a mistake regarding the chapter tactic categories: The categories DO matter. Because you have the ability to do a pregame swap of one of those tactics but it must be from within the same category. I would say it might even be beneficial to maintain picking 2 from 2 different categories so that you maintain more flexibility than if just selecting 2 from a single category.
We do address this in the video when we get to the tac op where it's relevant. Ultimately, we don't think it will get used that often.
About abilities, there is a problem if you go to tournament you need to select most default.. because its about your roster so you always need to Choose option against every team. I really love stealthy but you cant use it against pathfinders, its bad against elite teams with plasma or VD. So you cant use it always. So maybe rapid or Unyielding is default option with Durable.
There is the tactical ploy where you can change one to another in the same tactic at the start of the battle, I’d probably choose tactics based on how I wanted to play, not who I expected my enemy to be. If necessary then you could swap one like stealthy if you were against pathfinders like you said.
Stealthy and durable just make these guys tanks regardless if you are running shoot or melee lineup. Choosing between guaranteed 2 saves or a crit save is amazing. If you are shooty team you are sitting behind cover shooting anyway. If you are melee you move up the board in cover. As for durable the only way its not better then unyielding is if you dont get hit with a crit. Chances of that are very small. Most likely its going to reduce 1 or 2 W per model. Only other thing to consider is for the Sergeant unyielding does bump them up to having to take 9 dam instead of 8 before they are counted as injured
Dueller and mobile on a shooty team instead of an assault team: survive the melee charge handily, fall back, double shoot into their face. If you are equiping your guys with the combat blade all around, you can make charging you look even less appealing. This choice also lets you swap out the fall back for stealthy if you come up against a more shooty team that wont be charging you much.
I think Accurate is one of the best when you take P1 bolt rifles. Odds are they’ll be in cover and if you get that crit then suddenly they’re only rolling 2 saves from the P1 and they can’t retain from No Cover. Against anything outside of Power Armour you’re probably killing them outright each time.
So I'm thinking I'll go with 2 assault intercessor, 1 grenadier, the warrior with bolt rifle and scope, int sergeant with bolt rifle scope blessed rounds, and the gunner with ABR.
So the grenades (1x Frag 1x Krak) are free of EP cost, and limited, so no others can be taken, but how does the Auxiliary Grenade launcher work? I assume it's not limited, as it doesn't say so in it's profile, so can you fire it every round, in addition to the grenadiers grenades?
Yes, it doesn't have Indirect keyword, or Limited, so it doesn't let you shoot people concealed in cover but you can do it every turn.
Has anyone tried out the Dueller/Raider playstyle yet? Also, which is better? Bolter or Assault Bolter?
I ran them recently and love the Bolt Rifle w/Scope and the special bolts on the Intercessor Sgt. with Assault Bolters on the other Intercessors. Ceaseless is great.
RE Rapid, there’s differing RAW v RAI interpretations in the forums. What’s your take on how the first bullet of Rapid should be played?
I was interested you both favour IntSgt over AssIntSgt. Plasma is usually an auto take, but perhaps it speaks to how efficient you anticipate Methodical playing with IntSgt 2+BS into Overwatch and Wraith of Vengeance complemented by equipment. How often do you anticipate benching the IntSgt to run the AssIntSgt with the Plasma Pistol?
I would think it is far more likely to be able to take advantage of double shoot, from safety, than double fight. You might want to run the assault sgt when you anticipate running against a combat army like nids or chaos legionaries
The plasma pistol should probably still be your top pick vs MEQ teams because of the 1-shot threat it poses. Against Kommandos and the
With the nerfs what tactics are valuable now?
What model is in the thumbnail? I like the power fist.
Is the Gunner with grenade launcher going to be limited, and if so, can you purchase an additional frag and or krak grenade from the equipment list?
I believe you can only take one gunner in your team
Gunner operative can be picked once. Unlimited ammunition for frag / krak, yes. during whole match.
Not for the grenadier though, there you have only one each
14/15w for my deathwatch now and I’m happy too. ❤️
The downside is that you can’t pick the chapter tactics each game, it has to be chosen with your roster which makes them a lot less powerful cos you can’t just change them or tailor them for your opponent. You could be stuck with tactics that aren’t beneficial unless you go for more blanket effectiveness.
Do you think trading 1 model for mobile, rapid, unyielding, and methodical is a fair trade? It would make them feel tougher and faster while leaving the more flavorful tactics to shape how they play.
I think you would lose more than you would gain if this ever became a thing
I want to play my heavy intercessors and I am indeed going to scream-cry into my pillow tonight
choose only intercessors, buy all the scopes/bolts you can, choose durable and hardy and use your heavy int models.
@@Messiah21W Alas, I put them on 40mm bases, so even for a chill game they’re asking a bit much. Maybe someday GW will honor me with APL 3 😭
Im a deathwatch player and this scratches a similar itch for sure. It's not *perfect* for me and I'm still holding out hope for a DW upgrade (I just love stormshields, honestly. Thats it) but I can see myself really enjoying playing this team. Seems very cool that you can run them in a wide variety of ways and thinking about the coming Into The Dark "season", they seem REALLY strong especially on a lot of the maps we've seen already with a bunch of small rooms.
What are everyone's Squad/Roster ?
Champion of Mankind is really awkward for tracking and revealing... you ideally want to reveal it late... but you need to keep track of yours and opponents kills... without making it too obvious... and if you leave it too late your highest kill guys might die thus stopping you from revealing it for him.
Revealing it too early though makes him a target and he might die only on 1 or 2 kills which is not what you want.
I am still really disappointed that phobos reivers are so subpar compared to every other option. An assault intercessor is superior in every manner to one. Wish I could get a reason to field my reavers.
I am very happy with reiver sarge on my phobos team. Reivers are all over the board with pseudo-fly, hit not that much worse than assault intercessors (read: hard enough) and there#s this tactical ploy that lets you hit twice before the enemy reacts. 8 out of 10 that is enough.
Phobos just play very differently, play the mission well, stay untargetable, screw the opponents plans etc, while Intercessors just get into your face.
Reivers are much more mobile and can bolter discipline their AP pistols. Not to mention they can double strike with a ploy which is huge.
Also aren't they literally the same stat line minus shock tactics baked in...
@@jaap2528 they are weaker stat wise than intercessors
I feel like as Into the Dark comes out and we se a switch to the competitive play being CQB, the melee potential of this team just goes up further. Honestly it’s such a Swiss Army knife of a team, that I don’t think there is a *right* answer. For sure, there are some abilities/combos that I don’t think you’ll see outside of Spec Ops. But in terms of a competitive team these guys are easily A rank with the potential for S. My only area of disagreement with the hot takes is that Meticulous isn’t worth taking as a chapter tactic. Because “And They Shall Know No Fear” exists, I feel like that is the only strat ploy I pop most turns. And the alternatives to Meticulous in the same category just aren’t as good. Instead I feel like any of the Tactical Evasion tactics are a must take. That whole category gives you so much flexibility in game really no matter the opponent. I do feel like, while difficult, the Champion of Mankind tac op is achievable with either a Turret Sergeant or a Smash Sergeant. But it does paint a fat target on that model’s back.
ATSKNF costs a CP, basically methodical saves you 3 CP and improves overwatch. Which is huge. Doctrines are also really good, if you can get in a position where at least 2 operatives are eligible you already get double the value of a CP reroll. You also save points for transhuman which can come really clutch.
Honestly I would rather have them be allowed to have different traits in roster like in KT 1.0
Why would you pick the chainsword over the Power Weapon?? "A chain sword is fine most of the time"
If you take the chainsword, you get access to the plasma pistol. You don't get the plasma if you take the power weapon.
Ahhhh, I see, ya makes sense now
I've got a sizable marine force with tons of 'cessors so was able to make a good roster from my current pool of painted minis.
Had a bunch of spare bodies and bits though, so made a good all-round team I'm painting as Flesh Tearers, a chapter I've always wanted to do but never wanted an army of.
LGS is doing a KT league from September, so I'll be taking these as I didn't finish my Corsairs in time.
So i have had far more success with indomitable superiority vs shock and awe.
On durable you'de have to be hit by a crit 6 times to equalise with unyielding because of the model count
Ofcourse not, a model that isnt hit at all also doesnt benefit from unyielding...
Yes!!!!!
The unyielding/durable debate. Wouldn't all your models need to recieve a crit for durable to be outright better? :)
So to speak :)
We should call it the incel squad
That would be drukhari... violent, toxic, but weepy.
Drukhari are incel in spirit, but marines are literally involuntarily celebate.
@@jeffreymonsell659 No. Voluntarily. :)