Warhammer 40K: Assault Vs Jump Pack Intercessors
The Space Marine close combat options have grown. So which version is better: Assault or Jump Pack Intercessors?
With the Space Marine codex on the way we got a look at a preview copy from Games Workshop.
One of the new units coming is the new Jump Pack Intercessors. But how do they compare to their non-jump pack counterparts? That’s what we’re going to discuss today.
Assault Intercessors
These images are from the Space Marines Index. The good news is that nothing on the Assault Intercessors has really changed — except the formatting of their Data Card. There was some slight wording changes on the Codex version. Shock Assault has been renamed Targeted Intercession and the wording is cleaned-up a bit…but it functions the exact same.
The point is that you know what this squad can do as you’ve seen it already. My take on them is that they are fine for close combat and assaulting units off objectives — if you can get them there. They really can tear into most other infantry units on the charge as they are still Space Marines and those Astartes Chainswords aren’t bad! There are other, more elite options that can do a better job but these guys clock in at 90 points for 5 or 180 points for 10.
Jump Pack Intercessors
So what’s different with the Jump Pack Intercessors? Well, first up they are technically called “Assault Intercessors with Jump Packs” in the codex. That should clue you in right there. They have a move of 12″ (on account of the Jump Packs) and have the Jump Pack, Fly, and Assault Intercessors with Jump Packs keywords. They did lose the Battleline keyword however.
They gained the ability Core: Deep Strike and still have Faction: Oath of Moment. They also have Hammer of Wrath instead of the renamed Targeted Intercession. This allows the Jump Pack Squad to cause mortal wounds when they Charge. Each model in this unit within Engagement Range can roll a die and on a 4+ they cause a mortal wound.
While they still have access to plasma pistols and hand flamers, they did lose the Thunder Hammer option. Additionally, their OC dropped from 2 down to 1. Overall, it’s a very similar squad and choosing between the two options is really going to come down to if you need the Battleline option or not. “And the points difference, right?” So that’s the kicker: in the launch version of the codex the Jump Pack Intercessors are the same exact points as the Assault Intercessors.
So Which Is Best?
On the one hand the Jump Pack version does give up some benefits but they gained that 12″ move and can also Deep Strike. They don’t have to waste time getting to their target and they don’t need a support transport to get across the board. On the other hand they did lose their OC and don’t have access to a Thunder Hammer. They traded some consistency to wound for mortal wound generation. These two squad really are pretty darn close!
The biggest flaw for both of these squads is that neither one is going to be able to “do it alone” and will need something to support it. Assault Intercessors really need a transport and once they get there they still need some help. The Jump Pack squad can at least Deep Strike in but will get torn to shreds if you just throw them across the board with no back-up.
Because of that, I’d probably give this one to the Jump Pack squad because instead of needing to spend money on a transport for them to get across the board you can *almost* buy another 5 man squad of them. And having another half-squad to support them seems more valuable than a transport in the current meta.
I will say that I appreciate that GW actually made this a trade-off between the two squads as opposed to a very clear winner. There’s a case to be made for either option and each one has can shine in the right list. If you build around their respective strengths and add in supporting units to shore up their limitations you’ve got two good options to work with in the new Space Marine Codex.