I've been having so much success with the MSUs of 5 Assault Intercessors & a Chaplain. 135 points for a unit with 31 attacks wounding T10 tanks on 4s with re-rolls to wound generally does the job. The best part is nobody expects them to be that killy
I'd like to propose the Emperor's Champion + Assault intercessors in place of the captain. 150 points, the Emperor's Champion gets 6A S8 AP-3 D3 Precision attacks with +1 to wound and re-rolls from the AI and has a 10A sweep mode at S6 AP-3 for screening units. And he blanks a failed save per turn in melee. Given that you're including buffs for LAG with Dante, you'd have to consider the Emperor's Champ running around with either sustained or lethals or both as well, able to prevent enemies from disengaging, able to add +1S -1AP to the AI etc. Also, ten man SB with Helbrecht and LT and Sigismund's Seal can get sustained and lethals on 5s. Against their oath target, they might do more damage than all four other combos put together!
Consider a Righteous Crusaders Captain with Jump Pack and Sigismund’s Seal leading 10 Vanguard Veterans with stormsheilds. In a improved Oath list 40 strength 6 attacks Lethal and Sustained on 5+, full rerolls to hit, wounding at +1 with AP 2 from Cursaders Wrath. Kills just about anything before you even include the captains attacks. The Captian is there for the free Fervent Acclimation to activate the Sigismund’s Seal combo.
I think u missed that sternguard are arguably better than assault intercessors with the captain. Especially in LAG. It means you aren’t relying on the enemy being on an objective.
Also it’s 25 more points. I would rather company heroes if I’m gonna upgrade the assault intercessors imo - then don’t need a transport bc even if they’re caught open still very unlikely to kill the captain
Don't overestimate sternguard. They need to fight against the oath target every turn to be effective. Without that they are even worse then before the patch. If think the hipe will disappear fast.
An Imperial fists player i know uses: 1st Company, Pedro Kantor, Bladeguard Ancient with the Imperiums sword and 6 Bladguard. He pops Oath of Rynn, Deeds of Heroism and the Imperiums sword for a hilarious amount of attacks. Expensive, inflexible and counterable but nothing beats the feeling of rolling a bucket of dice :D
Great video as always 👍 How do you feel about Bladeguard + Ezekiel? Both in general and in the librarius conclave? The extra attacks make them feel quitw potent.
Not to mention also the bonus Helbrecht gives to the unit, crit hits on 5+ and +1 strength to all melee weapons in the unit. Run that with the Lieutenant/Castellan and your getting a shitload of attacks. On top of his fight phase ability where you roll a dice to apply mortals.
I think Azrael with 6 ICC deserving a place on that list. Lethal hits and sustained on the strike is strong and durability wise this combo is strong to. The -1 to hit, with the 4++ and FNP for Mortal Wounds from Azrael makes this unit relatively hard to kill. And if you play smart you can alpha strike a unit, kill it completely and move to the next without any casualties.
I love this combo. The problem is with Azrael. You want his boots on the ground to generate that +1 CP every round. If you're running ICC, you desperately want to be in reserves or a transport. This unit is not durable, cheap, or fast enough to simply walk up the board.
Nice video! I'd add that the Space Wolves Captain + Assault Intercessors with the Black Death enhancement (Anti-vehicle and monster 4+) is my favorite melee combo. Dev wounds with RRs mean something like ~ 10-16 mortals coming out of a less than 200 point investment if you skip the impulsor since SW have advance and charge stratagem in COR.
Agreed! I like to put that unit and Ragnar + Assault Intercessors into a Land Raider Crusader. It ends up being a line breaker, but surprisingly flexible when you need to deal with scattered threats or objectives.
RAVENWING COMMAND SQUAD + OUTRIDER SQUAD Champion +2 to hit, 6 attacks with S6 ap -3 damage 3 In lion’s blade damage 4 In GLADIUS +2 attacks and +2 strength S8 and damage 3 are no joke.
Command Squad + Ravenwing Black Knights in stormlance + Fury of the Storm is the deal. The Champion gets on the charge A6, S7, AP-4 with anti vehicle and monster 4+. AP-4 in melee is basically devastating wound against the most vehicle or 6+ save against Dreadnoughts. An you get the Anti vehicle 4+ with devastating wound from the black Knights.
The captain in jump pack with sanguinary guard you can give the squad +1str on the charge. Gift of foresight is under rated. It makes a roll an un-modified 6. Meaning with sustained hits 3 and devastating wounds you just got OP on the charge. That includes rage filled warrior. So at the least you get 3 extra attacks and 2 mortal wounds on an ability per battle round. The other combo would be a chaplain jump pack with jump pack intercessors. Blood angel ones that means on the charge you get x rolls minimum 5 on a 4+ a squad takes mortal wounds. The chaplain rolls a d6 on a 4 or 5 it deals d3 mortals and on a 6 3 mortals. That is huge if you get it on a charge.
Beware if playing Gladius with captain and assault int that you can’t use adaptive Strat to put unit in assault doctrine if they’re in a transport. Need to use the army wide doctrine. Freaking love that combo though, threat range and damage always catches opponent off guard
I know it isn't meta, but my local players have a hell.of a time dealing with my Judiciar leading a 20man Primaris Crusader squad that has 90ish chainsword attacks w/ Fights First, as well my 3 Jump Intercessors each led by a Jump Chaplain
Ulric the slayer plus 10 man wolf guard squad with Sheilds. Makes them all hit on 2s gives all wolf guard a 4up invon with their Heirloom weapons 4a s5 ap1 d1 And Ulrics slayers Oath ability meaning u can rerolls 1s to hit and wound unless against a charector vehicle or monster unit then it's full wound and hit rerolls. Means more fishing for lethals with champions of russ and guarantees alot of hits. Can all go in a land raider redeemer then jump out and charge
im somewhat new at this (played as a kid in the nineties) picked dark angels and have the recent combat patrol as well as the space marine and dark angel codex..i have no idea the editions but i only got them recently,im trying to learn as i go but am confused as why the points in videos like this are different to my sm codex and da one..im thinking about what to get like the deathwing knights are 290 pts in the codex,ppl online are saying 250 for 5 as an example..its like my codex is off or something
Unfortunately regular points updates can make the information in the codices outdated. The most up to date info on points can be found in the munitorum field manual on the warhammer community website or on the 40k app
With the capt/intercessor + impulsor combo - I dont think you can disembark, advance and charge. Once you disembark the movement phase is over for the intercessors - so cannot advance, only charge.
vs intercessors, Astrorath +DC just edges out the termi+librarians with all buffs and assuming you take no BA units for the +1W improved oath for the termies. but it's such a small difference, the termies survivability and clever multicharges and pile ins would make it waaaay more impactful than astro+dc
Good catch, definitely a solid option. My problem with them is delivery - they are not as durable as Deathwing knights so need a more reliable way to get into combat. Advance/charge is good, but on a 5” moving model it won’t make you lightning fast
So... Judiciar in ICC is good, but I feel like LT or Librarian in ICC is better, especially if you're running it in Firestorm Assault (or in Crusade) with Forged in Battle so you can turn a miss into two hits (or two hits and a lethal hit with a Lieutenant). I've been running 6-man ICC, LT, and Apothecary in Crusade and they've been the MVP both games, taking out multiple units each time.
The ICC have already Lethal Hits, what is the lieutenant for? The Judiciar has so much more impact on that unit because you get the 100% alpha strike in melee. This is more valuable then a little DMG boost witch the ICC don't need. Park that unit in the mitdfield behind a ruin an your opponent can't move up unless he is ok of loosing an entire unit for that.
@mathiasschulze6148 The Sweep is generally chosen because you get Sustained 2 and an extra attack. Getting Lethal on that attack profile is very good. Also don't forget the fall back, shoot, and charge that lieutenants bring which can allow you to reengage your alpha strikers onto a different unit nearby where they may have much more impact, eg there is very little left on a combat, so you seek to finish that unit off with some shooting or split fire, so you fall back on the ICC, shoot the couple models off the board, then engage them elsewhere.
@@cassiecaradoc2070 Also don't forget that charging gives you Fights First, so falling back 2 inches to charge again means that, unless the enemy also has Fights First, you will be attacking first every Combat Step.
It is so annoying that wood jail was so successful. Because space wolves premium fighting unit is priced through the roof and quite bad in other detachments.
I havn`t seed death company on the table for a long time Because they are bad. Low damage and squishy Now is SG meta 12 SG + 2or 3 characters 6+Dante and cap+3sg twice/one cap 6 sg No one use Assault interkekers and caps anymore same problem as DC but worse 6 inch move. Some BA use 5 terminators with/without chaplain, some use 6BG with/without chaplain
? Helbrecht + luitenant and Sword Brethren. Lethal + sustained on 5+ is the best there is. Sword Brethren give +1 attack or +damage... it's insane. It's point and delete
I've been having so much success with the MSUs of 5 Assault Intercessors & a Chaplain. 135 points for a unit with 31 attacks wounding T10 tanks on 4s with re-rolls to wound generally does the job. The best part is nobody expects them to be that killy
I'd like to propose the Emperor's Champion + Assault intercessors in place of the captain. 150 points, the Emperor's Champion gets 6A S8 AP-3 D3 Precision attacks with +1 to wound and re-rolls from the AI and has a 10A sweep mode at S6 AP-3 for screening units. And he blanks a failed save per turn in melee.
Given that you're including buffs for LAG with Dante, you'd have to consider the Emperor's Champ running around with either sustained or lethals or both as well, able to prevent enemies from disengaging, able to add +1S -1AP to the AI etc.
Also, ten man SB with Helbrecht and LT and Sigismund's Seal can get sustained and lethals on 5s. Against their oath target, they might do more damage than all four other combos put together!
U dont even need the Seal With helbrecht bc helbrecht already gives crit hits on 5+
Any army with a specialist BT unit or character wouldn't get new oath though, just the OG version
Consider a Righteous Crusaders Captain with Jump Pack and Sigismund’s Seal leading 10 Vanguard Veterans with stormsheilds. In a improved Oath list
40 strength 6 attacks Lethal and Sustained on 5+, full rerolls to hit, wounding at +1 with AP 2 from Cursaders Wrath. Kills just about anything before you even include the captains attacks. The Captian is there for the free Fervent Acclimation to activate the Sigismund’s Seal combo.
Sang guard with dante looks soooooo good. I want that combo pretty bad!!
I think u missed that sternguard are arguably better than assault intercessors with the captain. Especially in LAG. It means you aren’t relying on the enemy being on an objective.
The trade-off is that you must commit Oath to that unit.
Needing oath is just as big a commitment as needing them to be on objectives imo. And AI get re-roll 1s the rest of the time.
Also it’s 25 more points. I would rather company heroes if I’m gonna upgrade the assault intercessors imo - then don’t need a transport bc even if they’re caught open still very unlikely to kill the captain
Don't overestimate sternguard. They need to fight against the oath target every turn to be effective. Without that they are even worse then before the patch. If think the hipe will disappear fast.
An Imperial fists player i know uses: 1st Company, Pedro Kantor, Bladeguard Ancient with the Imperiums sword and 6 Bladguard. He pops Oath of Rynn, Deeds of Heroism and the Imperiums sword for a hilarious amount of attacks. Expensive, inflexible and counterable but nothing beats the feeling of rolling a bucket of dice :D
It's my friends combo so i might be wrong but i think it's 58 attacks rerolling 1s for 340 pts
Great video as always 👍
How do you feel about Bladeguard + Ezekiel? Both in general and in the librarius conclave? The extra attacks make them feel quitw potent.
Not to mention also the bonus Helbrecht gives to the unit, crit hits on 5+ and +1 strength to all melee weapons in the unit. Run that with the Lieutenant/Castellan and your getting a shitload of attacks. On top of his fight phase ability where you roll a dice to apply mortals.
I think Azrael with 6 ICC deserving a place on that list. Lethal hits and sustained on the strike is strong and durability wise this combo is strong to. The -1 to hit, with the 4++ and FNP for Mortal Wounds from Azrael makes this unit relatively hard to kill. And if you play smart you can alpha strike a unit, kill it completely and move to the next without any casualties.
I love this combo. The problem is with Azrael. You want his boots on the ground to generate that +1 CP every round. If you're running ICC, you desperately want to be in reserves or a transport. This unit is not durable, cheap, or fast enough to simply walk up the board.
Nice video! I'd add that the Space Wolves Captain + Assault Intercessors with the Black Death enhancement (Anti-vehicle and monster 4+) is my favorite melee combo. Dev wounds with RRs mean something like ~ 10-16 mortals coming out of a less than 200 point investment if you skip the impulsor since SW have advance and charge stratagem in COR.
Agreed! I like to put that unit and Ragnar + Assault Intercessors into a Land Raider Crusader. It ends up being a line breaker, but surprisingly flexible when you need to deal with scattered threats or objectives.
These are great.
RAVENWING COMMAND SQUAD + OUTRIDER SQUAD
Champion +2 to hit, 6 attacks with S6 ap -3 damage 3
In lion’s blade damage 4
In GLADIUS +2 attacks and +2 strength S8 and damage 3 are no joke.
Command Squad + Ravenwing Black Knights in stormlance + Fury of the Storm is the deal.
The Champion gets on the charge A6, S7, AP-4 with anti vehicle and monster 4+. AP-4 in melee is basically devastating wound against the most vehicle or 6+ save against Dreadnoughts. An you get the Anti vehicle 4+ with devastating wound from the black Knights.
The captain in jump pack with sanguinary guard you can give the squad +1str on the charge. Gift of foresight is under rated. It makes a roll an un-modified 6. Meaning with sustained hits 3 and devastating wounds you just got OP on the charge. That includes rage filled warrior. So at the least you get 3 extra attacks and 2 mortal wounds on an ability per battle round. The other combo would be a chaplain jump pack with jump pack intercessors. Blood angel ones that means on the charge you get x rolls minimum 5 on a 4+ a squad takes mortal wounds. The chaplain rolls a d6 on a 4 or 5 it deals d3 mortals and on a 6 3 mortals. That is huge if you get it on a charge.
Good video 😊
Adrax+6bladeguard+lieutenant🔥
Beware if playing Gladius with captain and assault int that you can’t use adaptive Strat to put unit in assault doctrine if they’re in a transport. Need to use the army wide doctrine.
Freaking love that combo though, threat range and damage always catches opponent off guard
I know it isn't meta, but my local players have a hell.of a time dealing with my Judiciar leading a 20man Primaris Crusader squad that has 90ish chainsword attacks w/ Fights First, as well my 3 Jump Intercessors each led by a Jump Chaplain
Ulric the slayer plus 10 man wolf guard squad with Sheilds.
Makes them all hit on 2s gives all wolf guard a 4up invon with their Heirloom weapons
4a s5 ap1 d1
And Ulrics slayers Oath ability meaning u can rerolls 1s to hit and wound unless against a charector vehicle or monster unit then it's full wound and hit rerolls. Means more fishing for lethals with champions of russ and guarantees alot of hits. Can all go in a land raider redeemer then jump out and charge
Love my black templars but the problem is getting them there lol.
im somewhat new at this (played as a kid in the nineties) picked dark angels and have the recent combat patrol as well as the space marine and dark angel codex..i have no idea the editions but i only got them recently,im trying to learn as i go but am confused as why the points in videos like this are different to my sm codex and da one..im thinking about what to get like the deathwing knights are 290 pts in the codex,ppl online are saying 250 for 5 as an example..its like my codex is off or something
Unfortunately regular points updates can make the information in the codices outdated. The most up to date info on points can be found in the munitorum field manual on the warhammer community website or on the 40k app
Don't JPIs cost 90pts now?
For the 5 man yes, but still 160 for 10.
For 5. He's talking about a 10-man, which is 160.
As a BA Player, I really hate the DeathCompany.
Who ever decieded that 11 Models with 6 different weapon loadouts is a good idea should get fired.
With the capt/intercessor + impulsor combo - I dont think you can disembark, advance and charge. Once you disembark the movement phase is over for the intercessors - so cannot advance, only charge.
@@TheTraderRoo you can if u disembark at the beginning of the move, before the transport moves
@@jackwest2994 Awesome, thanks! any idea why embarked lone op also gives 3" extra move for impulsor?
@ the lone op would get to disembark 3” then move a normal or advance move, effectively giving +3” move
Is it possible to run the icc with azreal and judiciar?
Azreal is a good choice for ICC as he gives them the 4++ that they'd like.
No
What detachment is lag?
Blood Angels Liberator Assault Group
Dial-Up detachment
You definitely missed Assault Terminators with Lightning Claws and a Librarian. In LAG it is the highest damage output you can get
vs intercessors, Astrorath +DC just edges out the termi+librarians with all buffs and assuming you take no BA units for the +1W improved oath for the termies. but it's such a small difference, the termies survivability and clever multicharges and pile ins would make it waaaay more impactful than astro+dc
@ and doesn’t have to worry about damage reduction
Good catch, definitely a solid option. My problem with them is delivery - they are not as durable as Deathwing knights so need a more reliable way to get into combat. Advance/charge is good, but on a 5” moving model it won’t make you lightning fast
So... Judiciar in ICC is good, but I feel like LT or Librarian in ICC is better, especially if you're running it in Firestorm Assault (or in Crusade) with Forged in Battle so you can turn a miss into two hits (or two hits and a lethal hit with a Lieutenant). I've been running 6-man ICC, LT, and Apothecary in Crusade and they've been the MVP both games, taking out multiple units each time.
The ICC have already Lethal Hits, what is the lieutenant for? The Judiciar has so much more impact on that unit because you get the 100% alpha strike in melee. This is more valuable then a little DMG boost witch the ICC don't need. Park that unit in the mitdfield behind a ruin an your opponent can't move up unless he is ok of loosing an entire unit for that.
@mathiasschulze6148 The lieutenant lets them have lethal hits on their sweep attacks, which I find myself using far more often than the strike.
@mathiasschulze6148 The Sweep is generally chosen because you get Sustained 2 and an extra attack. Getting Lethal on that attack profile is very good. Also don't forget the fall back, shoot, and charge that lieutenants bring which can allow you to reengage your alpha strikers onto a different unit nearby where they may have much more impact, eg there is very little left on a combat, so you seek to finish that unit off with some shooting or split fire, so you fall back on the ICC, shoot the couple models off the board, then engage them elsewhere.
@@cassiecaradoc2070 Also don't forget that charging gives you Fights First, so falling back 2 inches to charge again means that, unless the enemy also has Fights First, you will be attacking first every Combat Step.
It is so annoying that wood jail was so successful. Because space wolves premium fighting unit is priced through the roof and quite bad in other detachments.
I havn`t seed death company on the table for a long time
Because they are bad. Low damage and squishy
Now is SG meta
12 SG + 2or 3 characters
6+Dante and cap+3sg twice/one cap 6 sg
No one use Assault interkekers and caps anymore same problem as DC but worse 6 inch move.
Some BA use 5 terminators with/without chaplain, some use 6BG with/without chaplain
? Helbrecht + luitenant and Sword Brethren. Lethal + sustained on 5+ is the best there is. Sword Brethren give +1 attack or +damage... it's insane. It's point and delete
And you overkill every unit that is not a knight. Its a wast of points if you ask me.