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40K: Indomitus Crusaders Great Bolter Debate

5 Minute Read
Dec 21 2018
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The new Indomitus Crusader’s Specialist Detachment has caused us to rethink our usage of Intercessor Squads. All three Bolter variant options got a slight tweak and it’s a conversation we want you to join in on.

By now you’re probably aware that the Vigilus Defiant book is out and has added Specialist Detachments to the game. On of the big winners in the book (along with the points changes in Chapter Approved) is the Intercessor Squad. While they still have trouble competing with Scouts in the Troop slot (thanks to 11 point Scouts and cheap Battalions) we think they can still fill a combat role and have some good options. But before we get into it, let’s all level-set so we’re on the same page.

And let’s also not forget the new changes to their Datasheet – specifically their ability to get a Power Fist in the Squad now:

One last thing – the points for their Bolter Weapons were also tweaked slightly. Stalker bolt rifles and bolt rifles are now 0 points and Auto bolt rifles are now 1 point. And finally, just as a housekeeping thing, let’s also remember that for these stratagems to work you will have to drop at least 3 CP – 1 for the Specialist Detachment, 1 for the Veteran Upgrade, and 1 more per bolter stratagem you want to kick in. That’s why it’s SOOOO important to make sure you know what you’re jumping into.

Bolt Rifle

Your basic Bolt Rifle is pretty mean stat-wise as a “basic” squad weapon. 30″ range, AP -1, and Rapid Fire 1 means that it can reach out and touch someone and engage the enemy at a relatively safe distance. In a game where most troops have a 24″ range gun, this really stands out. Rapid Fire is their stratagem and it really ups their unit’s firepower – doubling it at up to 30″ and at 15″ you’re getting the compounding effect of getting to shoot a Rapid Fire 2 gun twice for 4 shots! Hitting on a basic 3+ before re-rolls or other mods it’s pretty nasty stuff!

Auto Bolt Rifle

This weapon acts a lot like the tradition bolter – if that bolter was Assault 2. It’s 24″ range, str 4 and no AP, so stat-wise it’s nothing we haven’t seen before. Except that Assault 2 has a lot more impact than you might think.

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As I’m sure you are aware from the 40k Rules Assault-type guns can fire even if they advance in the turn with a -1 penalty. That means you’ll get that extra D6″ of movement if you need it. That can allow you to not only move up to get into an enemy’s range to shoot, but can also allow you to fall-back and get away from an enemy attempting to shoot/charge you next turn. You also get that pesky -1 to hit when you advance and shoot. Good thing you’ve got Bolt Storm to avoid those pesky modifiers.

The Auto bolt rifle’s stratagem allows you to target an enemy unit within half-range (12″) and auto hit. With a full squad that’s 20 hits. That’s nothing to scoff at! If you’re in a fire-fight with lightly armored troopers, they aren’t going to like that one bit.

Stalker Bolt Rifle

At first glance, Stalker bolt rifles look like pretty hot stuff. 36″ Range, str 4, Ap -2, but Heavy 1…ouch. They aren’t going to be super mobile and if you’re taking them as troops, that probably means you want them on an objective. So that likely means the would be relegated to desk-duty on an objective in your deployment zone. But we’ll get to that in a bit. Let’s at least look at the positive of their stratagem, which is actually good in theory.

Target Sighted turns that squad into character killers who can tag them “even if they aren’t the closest unit” and they also do a mortal wound on a 6+ in addition to regular damage. If you take a full squad, that’s actually kind of scary. It’s not Hellbaster scary, however, it’s also not Hellblaster points we’re spending either.

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I guess you could take a 10 man squad and spend another CP to “combat squad” them and control 2 objectives in the back** 36″ range means they will probably have something to shoot at all game. Also, we could just take a unit of scouts to basically do the same thing, right? Of the three options, unless you’re playing a very specific build*, this one just feels like kind of a dud.

(*If you were playing Raven Guard that -1 to be hit over 12″ could be helpful. Ideally, you’re also in cover so you get that +1 to your already 3+ armor, too. And you’re 2 wounds a dude. That’s a unit that wouldn’t be easy to unseat…at least in shooting.)

(edit:** I was referring to the Tactical Flexibility Stratagem that you could use if you didn’t split them at during deployment).

So Who’s The Best?

On paper, those 40 shots from the Rapid Fire Stratagem look really, really nice. Stack that with a re-roll to hit/re-roll to wound via a couple of well placed characters and you’ve got a pretty deadly load out. But that only happens at 15″ – which means for most armies you’re in assault range on the next turn. I hope you wiped out the squad or that Power Fist your Sergeant can take is about to get a workout.

Look – there are a LOT of factors to take into account. Warlord Traits, Relics, Chapter Tactics, other Stratagems you can combo – it’s really going to come down to what you’re trying to do with them. Hey, if you want a tough-as-nails unit to sit on objectives the Stalker ain’t the worst thing ever. For my style, I want to go with the Auto option because I’m playing a Blood Angels army and getting up close is what I want to do. Plus I’ll be able to take advantage of that Vet status with my extra attack in close combat.

Auto’s for me…but maybe not for you!

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Then again, if we’re following the meta, the best option is still just 3 x 5 man Scout Squads. That sounds real fun, doesn’t it.

So what do you think? Which Bolter option is best and why? Let us know how you plan to use them in the comments!

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Author: Adam Harrison
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