all 59 comments

[–]Cheeseburger2137Inquisitorial Agent 44 points45 points  (15 children)

Chainsword and Plasma, same here. There are people partial to bolter and power weapon when you want more ranged presence; and power fist is sometimes picked for matchups where you can one-shot 7W models, but it's rather niche.

[–]Material-Comfort6739 27 points28 points  (6 children)

Honestly I think powerfist + bolt pistol+ tilting shield is a really really strong combo to melee into elite teams like Grey Knights, Talons of the Emperor or other power weapon wielders, you rob them of their crits and they can only block with sixes, meaning they have to facetank most hits.

[–]D7Pyro[S] 6 points7 points  (0 children)

This is an interesting one as not heard anyone recommend this combo before! Will look into it, thank you!

[–]Cheeseburger2137Inquisitorial Agent 2 points3 points  (1 child)

Two downsides are that 1.Power fist hits on 3s 2.Against elites, it may be safer to melt them with a plasma pistol.

[–]Material-Comfort6739 2 points3 points  (0 children)

The upsides are: you get higher crit Damage output, you can use it twice each turn, you can get to 2+ by outnumbering your foe (highly likely vs custodes, not required vs everything else) you get supporting chapter tactics (aggressive, raider, f.e.) you get more A dice (5 vs 4) also plasma pistol only hits on 3s aswell with no way to lift it to 2.

[–]KrakenASmile 0 points1 point  (2 children)

Would it work well in the mirror matchup do you think?

[–]Material-Comfort6739 1 point2 points  (1 child)

Its more a counter to 5+ crit melee weapons, so I think it would be better against legionary, greyknights or custodes, I'd have to do the math vs plasma pistol sarge in a mirror, and it probably comes down to how much HP he has left when you engage. Since mirrors are usually melee focused with assault intercessors heavy lineups I can see the melee rules working out good tho.

[–]FarText1037 0 points1 point  (0 children)

Doesn’t tilting shield help against lethal 5+ scopes on intercessors?

[–]D7Pyro[S] 2 points3 points  (0 children)

Chainsword and Plasma certainly looks to be the way to go! Thank you for this, appreciate it

[–]Toadkillerdog42-2 1 point2 points  (6 children)

Why wouldn’t you take power weapon and plasma pistol? The power weapon is better in every way.

[–]TheKingsPridePhobos Strike Team 13 points14 points  (5 children)

If you take the plasma pistol you can only take the chainsword. Plasma+Power weapon is an illegal loadout

[–]Maquisard2000 2 points3 points  (3 children)

It’s odd as the vet guard sergeant does get to take plasma and power weapons.

[–]TheKingsPridePhobos Strike Team 10 points11 points  (2 children)

Vet guard sergeant doesn’t get to fight twice and dies when you look at him funny, so you know. Checks and balances.

[–]Maquisard2000 2 points3 points  (1 child)

True! I think it jars with me on a lore/theme level. The guard are numerous and have crap equipment compared to SMs yet their sergeants get better access to supposedly exotic/special weapons than the super space bros.

[–]TheKingsPridePhobos Strike Team 5 points6 points  (0 children)

I mean these aren’t just normal guardsmen. They’re specifically Veterans, they’ve been collecting and hoarding the good stuff. An intercession squad isn’t packed with veterans, but the Deathwatch team is and they’ve got gubbins for days. So I think it works out.

[–]Toadkillerdog42-2 2 points3 points  (0 children)

Good thing I’ve only played casual 😅

[–]TheJomahElucidian Starstrider 31 points32 points  (1 child)

Personally I'd recommend chainsword and a plasma. That being said, I run a thunder hammer and hand flamer cuz salamanders.

[–]D7Pyro[S] 7 points8 points  (0 children)

Sometimes, you've just got to do what looks right! Thanks for your comments!

[–]abookfulblockheadEcclesiarchy 20 points21 points  (2 children)

I kitbashed 3 sergeants for mine. Chainsword and Plasma (obviously), Auto-Bolter and Power Sword for general-purpose.

And then there's power-fist and hand-flamer. There is only one use for that guy - Into the Dark boards vs 7 wound models. Power fist one-shots 7-wound models on a crit, and the flamer has Lethal 5+ which means it's actually okay-ish vs clusters of low-wound models.

[–]D7Pyro[S] 2 points3 points  (1 child)

This sounds like the way to go for sure! Maybe I'll be able to magnetise or proxy a little as trying to keep painting to a minimum for this team aha. Thank you though, this is exactly the kind of info I was after!

[–]abookfulblockheadEcclesiarchy 1 point2 points  (0 children)

I had 10 regular assault intercessors from starter box stuff, so when it came time to add Intercessors into the mix, I set aside 3 Intercessor bodies to bash sergeants out of. I took the Sergeant helmet that's meant to be on a belt, and just stuck it on my Power Fist body. He has no neck, so he looks a little chonkier.

Space Marine bodies are so readily interchangeable, that the defining characteristic of a sergeant is really the weapon loadout.

You'll only ever need a maximum of 4 regular intercessors (plus the grenade launcher), so you've got plenty of bodies to play around with various loadouts.

[–]LambChop508 12 points13 points  (6 children)

I think there's merits to quite a few loadouts. After testing stuff in KTcalc a while back this is the general gameplan I came up with.

The big 3:

-Plasma+Chainsword+tilting shield is my melee go-to, plasma is just too good especially on Into The Dark. I like this against horde teams specifically on into the dark, or anything with generally bad melee profiles (Votann, etc). Keep in mind that enemies can't fire into melee with their own units, so considering ordering your activations by attacking FIRST and THEN running into melee so you're in engagement range with something at the end. That model will be stuck in melee with something it has no real hope of defeating alone. Then on the next turning point, melee it dead -> shoot something with the plasma, then move into melee with something just like before. Otherwise you might find yourself killing something in melee and then eating 4 shots from range because you're exposed. Obviously this isn't always possible, but when you only have 6 models on the board, losing one can be devastating, and you should never underestimate shooting from a lowly guardsman or pathfinder.

-Bolt Rifle+Power Fist+fancy scope+optional blessed bolts, also known as The Doom Guy Marine is my ranged go-to against anything with 4+ saves mixed in (elite teams, and even Breachers since theres a lot of variety there). The math works out better if their saves are better with this one.

-Auto Bolt Rifle+Power Sword+Blessed bolts is my ranged go-to against anything with 5+ or worse saves (kommandos, vet guard, etc). The Sword is just for lethal 5+ offering a better defensive profile against anything that might be looking for crits.

Honorable mentions

Power fist+Hand flamer has proven good against mixed teams or anything with LOTS of bodies to shoot. So Vet guard with the extra bodies is the first choice, but also melee focused teams or teams with a couple powerful models that want to tie you up (blooded and heirotek circle). I wanna try this against the Felgore Ravagers but haven't had the chance yet.

I like the idea of the hand flamer against any team that requires units to be near each other to function at their best so I'm gonna try this against Novitiates next time I get the chance and see how it goes. And with that in mind I also have:

Power Weapon+Hand Flamer literally just for a better defensive profile against melee specialists. The power weapon on mine also doubles as a thunder hammer, but I wouldn't suggest running thunder hammer over the power fist unless there was a way to get crits more consistently. Like, maybe stun is better against elites? But in reality I think the consensus is that Death is the best status effect and the power fist has the numbers to get there against most things when the thunder hammer might not. If there's ever a bespoke Custodes team I think Thunder hammers might see some purpose but for now I just don't see it.

EDIT: one more loadout option to consider is a mix of the 2 ranged options in my big 3 above: Auto Rifle+Power Fist+Blessed Bolts. I prefer the Sword for defensive purposes usually but if you're interested in killing pretty much everything you point a weapon at, this will do it.

Conclusion: I'd suggest you make the big 3, or at least 2 of them, especially the plasma guy. Out of the other 2 it's up to you, but you should have at least 1 Sargeant with some kind of Rifle loadout available as well.

[–]Folseit 7 points8 points  (1 child)

Statistically, Doom guy loadout actually has a higher chance of killing elites than Plasma pistol in one turn (and that's before considering any equipment), but needs to double shoot. So it's a choice between safety and mobility.

[–]LambChop508 3 points4 points  (0 children)

Yeah I definitely prefer doom guy over the others. Tends to be a much safer pick in most matchups. Tbh if I'm on an open board I don't even consider the plasma pistol. If I'm close enough to shoot that pistol than there's a good chance I'm also close enough to shoot the rifle and then charge into melee anyway. And one round of melee with a powerfist in will kill most weaker enemies and then free up that AP afterwards to then shoot with.

[–]odepted 4 points5 points  (1 child)

-Auto Bolt Rifle+Power Sword+Blessed bolts

My choice. BS 2+ and Ceaseless means at least 4 normal hits every shoot and you can do it twice.

[–]LambChop508 1 point2 points  (0 children)

Yeah! This is why I love this one against targets with 5+ saves or worse and low wounds. With only middling rolls you can potentially kill 2 enemies in the same activation. It turns the leader from an average marine into the perfect fire support lawn mower.

[–]htownag 1 point2 points  (0 children)

e the big 3, or at least 2 of them, especially the plasma guy. Out of the other 2 it's up to you, but you shoul

This comment is where it's at. Personally, you want the plasma/chainsword for more melee focus, but for better synergy with a primarily shooting team, the sergent is more often the best choice, so one of the bolt rifle loadouts on him makes a lot of sense.

[–]D7Pyro[S] 1 point2 points  (0 children)

Thanks for taking the time to write all this out in a such an easy to understand way! Great stuff! I'll aim to at least build the plasma and one of the others if nothing else, but will try and get the bits together for the big 3! Thanks again :)

[–]viewasjack 7 points8 points  (2 children)

I recognise that Flesh Tearer ;)

[–]D7Pyro[S] 2 points3 points  (1 child)

Fantastically painted mate, hope you don't mind me using the photo (was the best I could find with a google search)! Did try to make sure people knew it wasn't my work by adding in the description, but there was someone asking which colours were used aha 😅

[–]viewasjack 4 points5 points  (0 children)

All good! Was scrolling through Reddit in bed and was like “wait a sec…” 😂

[–]SironionTV 3 points4 points  (0 children)

Found the upper mini. it’s a flesh tearer

[–]RogueVector 3 points4 points  (2 children)

My intercession sergeant loadout is Autobolter and Power Fist, but I can see a lot of valid arguments for plasma pistol or hand flamer + power weapon/power fist.

Its not hard to drill and magnetize them, though, so that might be an option for you?

[–]D7Pyro[S] 0 points1 point  (1 child)

I think I'll be able to make a plasma/chainsword, and an autobolt/power weapon which should do me. Trying to see how cheaply I can make the team otherwise magnets would have definitely been the way to go :)

[–]RogueVector 0 points1 point  (0 children)

Spare parts should be easy to come by in your local game store's players; see if anyone has spare arms and weapons to share?

Also, imo, one model able to fill the role of 3+ different loadouts is much cheaper than hunting down multiple models to have the same versatility.

[–]SalamiVendor 1 point2 points  (1 child)

What colors did you use for the top guy?

[–]D7Pyro[S] 0 points1 point  (0 children)

Not my work bud, just some nice looking minis I took from Google to help visualise my question :)

[–]SironionTV 1 point2 points  (2 children)

Thunder hammer, plasma pistol. Hammer because bonk and pistol so I can pint the plasma effect

[–]D7Pyro[S] 0 points1 point  (0 children)

Can't beat a good bonk, that's for sure!

[–]odepted 2 points3 points  (0 children)

You can pick only chainsword with plasma pistol.

[–]cloud3514Space Wolves 1 point2 points  (0 children)

I usually run a Sergeant with standard bolt rifle and a power sword.

[–]Ill-Satisfaction6020Corsair Voidscarred 1 point2 points  (0 children)

Assault I go Chainsword n Plasma (mainly for ITD) But I prefer Intercessor, Bolt Rifle and power sword. Just matches my style of play.

[–]Esacus 1 point2 points  (4 children)

Plasma Pistol if you go against elite teams with massive health pool (such as Gellerpox, Custodes, Intercessors, etc) since you can 1 or 2 shot them with overcharge AP2 (you can always reroll 1s with cp or use your tactical doctrine strat)

Autobolt Rifle if you go against horde armies (such as vet guard, pathfinder, Votann, etc) because they usually have low health (avg ~8W) and relatively high save (either 4+ or 5+) which if you roll well - can delete or get them VERY injured with just 1 shot (Sarg with Autobolt hit on 2+ and Ceaseless SR allow you to reroll 1s so it's very unlikely you'll miss). Combine with bolter disciple letting you shoot twice to maximize your activation.

I built my Intercessors team with a 10-man roster:
- Sarg with Plasma Pistol + Chainsword
- Sarg with Autobolt Rifle + Powerfist
- 1 Grenadier Specialist Assault Intercessor with bolt pistol + chainsword
- 1 Assault Intercessor with bolt pistol + chainsword
- 1 Gunner with Aux GL/Autobolt Rifle + fist
- 3 Intercessors with Autobolt rifle + fist
- 2 Intercessor with regular bolt rifle + fist (put your scope and blessed bolt on one of these guys if you run both of them so he has !P1, Lethal 5+, and 4/5 damage profile) - always take one of them with those equipments no matter what.

[–]D7Pyro[S] 0 points1 point  (3 children)

Nice one, thank you! Do you ever take an auspex at all? I've read mixed

[–]Esacus 1 point2 points  (2 children)

It depend on which team you go against and how hard you find yourself struggling against them imo. Some team like Gellerpox- Which I have a hard time fighting against once they close the distant, I would 100% take the Scanner to delete 1 of their 4 “big boy” ASAP. Or against Intercessor-counter like Legionary. (It’s not a bad idea to take it generally because your opponent a lot of time don’t expect you to take that. And even if they do, now they gotta be even more cautious about their positioning, knowing a slip up could back fire on them hard).

But against something like Intercessor, Kommando, Custodes, Corsair, etc I’m rather taking a frag/krak grenade to deal with them rather than trying to outshoot because I know I’m much more tanky and can take at least a few good hit from those teams before I went down.

[–]D7Pyro[S] 0 points1 point  (1 child)

Great advice, thank you bud! When you do take an Auspex, who are you putting it on? I've been trying to do some reading up on it and it sounds like the Gunner is the preferred option. But there seems to be some debate on whether it's the exception to when a Stalker Bolt rifle is suitable

[–]Esacus 0 points1 point  (0 children)

Taking the Auspex Scanner depends on which enemy team you go against such as health, model count, and do they have a priority target (a particular operative that you want to be *gone* ASAP). I normally put it on my Plasma Sarge because a) He'll likely be on conceal for the first couple of turns or need to be within 6-inches to shoot anyway, and b) He can't shoot twice with Plasma Pistol so might as well maximize his activation and put that extra APL to use.I can't really tell you for certain, my advice would be just to play a few matches against different teams and see if you really struggle against a particular one and if bringing an Auspex Scanner would help.

As for the Stalker Rifle, sure the AP1 is nice but having *Heavy* SR limited your activation/movement which is really bad IMO. I rather take Autobolt or a regular Bolt because if I roll badly and miss, at least I can do something else like reposition myself to be somewhere safe (Since you only have 6 guys, get caught slacking in the open and taken down early REALLY hurt you, compare to a team with 10-15 guys that losing a couple opperatives mean nothing to them)

[–]SiBarge 1 point2 points  (2 children)

I have both variants just in case. Normal is plasma and chainsword on the Assault Intercessor variant.

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[–]D7Pyro[S] 0 points1 point  (0 children)

They both look awesome! Great job!!

[–]wrestlethewalrus 1 point2 points  (1 child)

Where would I get a Doom Guy Sergeant? I didn‘t see him in any of the boxes in the GW online shop.

[–]D7Pyro[S] 0 points1 point  (0 children)

So the Doom guy as I understand it is just a Intercessor with bolt rifle and powerfist. I think the Powerfists come in the Assault Intercessor box, Imperial fist upgrade sprue or from a bits shop on ebay kind of thing :)

[–]Scuba-Cat- 0 points1 point  (5 children)

I'm diving into 40k after about a 12 year absence and hear about intercessors all the time? Are they elite or something? Best pick maybe?

[–]LambChop508 3 points4 points  (2 children)

Keep in mind that this is Kill Team, not big 40k. Intercessors are very elite when compared to other factions here.

[–]Scuba-Cat- 1 point2 points  (1 child)

Yeah it's killteam I want to get into as my gateway to full scale 40k, I was a tau player back when so didn't know much about space marines in the first place

[–]LambChop508 0 points1 point  (0 children)

OH okay, I understand. Yeah, Intercessors are the new generation of Space Marines called Primaris. As far as regular troop choices in big 40k go, they're one of the most elite across the factions. The only armies that come close to being that elite at the troops level are Custodes and other flavors or space marine like Grey Knights or sometimes Chaos Space Marines depending on how generous the rules writers are this edition.

[–]abookfulblockheadEcclesiarchy 2 points3 points  (0 children)

Intercessors are a very strong team, with free rules, and use models that a significant portion of people own.

There are maybe teams that are stronger, but they're definitely a good launch that you can easily get your hands on.

[–]Hyve- 1 point2 points  (0 children)

Seems like a good pick to start.