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Warhammer 40,000/10th Edition Tactics/Space Marines
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===Battleline=== *'''Assault Intercessor Squad:''' The guys to throw at the frontlines at all times, as each model gets chainswords to re-roll 1s to wound, improving to re-rolling all wounds if they're on an objective. Combined with their improved pistols and sergeants power weapons options these guys as always are very damage efficient for their size. Now if they had some jumppacks they would be unstopple (someday hopefully). Still a solid choice for a melee focused army. *'''Heavy Intercessor Squad:''' Big beefy guys who get +1 on their 3+ saves against nay D1 weapons. Got a beautiful toughness 6 now so against lasguns or bolters they're essentially as tanky as terminators. Their heavy bolt rifles are slightly tougher stronger than their Tacticus brethren (S5 vs S4) but remain every bit as flexible with ''Assault'' and ''Heavy''. If you're looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from ''Sustained Hits 1''. **Synergize well with the the APOTHECARY BIOLOGIS giving them "Lethal Hits" like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons. *'''Intercessor Squad:''' The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both ''Assault'' and ''Heavy'', they can both shoot after advancing and gain +1 to hit if they stay still. Also more than anyone else they benefited the most from the buff to grenade launchers, making them less gimped against high-toughness opponents. On top of that, their sergeant gets the widest selection of melee weapons and pistols if you need them to fight someone alongside a character. Needless to say, this means they're way more flexible than they used to be, even if they may still need help against heavier targets. **A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you're trying to rush the capping before getting to the fighting, these are the best for the job. **Their flexible weapons abilities means that these guys can zip around the board very quickly since they can always shoot after running. Meaning you are less strapped to give them transports. Plus if you ever need to camp them their hit bonuses for doing this plus the upgrade on their special weapons means they can hold positions even against elite infantry better than ever before. *'''Tactical Squad:''' On the plus side, they can always shoot and charge after falling back, meaning that they don't need to rely on the Tactical Doctrine to keep on shooting. On the downside, they're trapped to 10 models a squad with no way to split them up - gone are your days of splitting up squads for more Razorbacks. **Of course, the standout part of this squad is its sheer variety in special weapons. Not only can one model pick up a flamer, melta, plasma or grav-gun to help out, a second model can also pick up one of those guns or take a heavy weapon for full power. **Now to talk of the sad part. Due to mass toughness increases across the board, especially so in "monsters" and "vehicles" these guys are nowhere near the anti-everything they once were with many of their special/heavy weapons no longer wounding these hugh models easily. While they can still threaten elites as before, outside a lascannon or maybe grav-weapons (and on Tactical squads just one or two of these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.
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