Abaddonshand Posted April 24, 2011 Share Posted April 24, 2011 Hey folks, I've decided I quite like interceptor units, and want to include the following unit in a 2000pts list: 10 men, psybolts, hammer on justicar, 2 incinerators = 330pts Now, my dilemma is whether or not to put falchions on the squad. This would push them to 400pts, and I would source the additional cost by removing the heavy incinerator from one and heavy psycannon from my planned two dreadknights with personal teleporters. If I went down this route, the plan would be for the dreadknights to dedIcate themselves to tank huntin using shunt and their speed, while the interceptors (combat squading if appropriate) cook backline infantry shooters like rangers, dark reapers, path finders, long fangs, heavy weapons teams or any other vulnerable high threat units with shunts on turn one to get deadly accurat incinerator placement. These units shunting would also provide a distraction from the 20 footstrikes (2 psycannons, psybolts, hammer) and 10 terminators (2 psycannons, psybolts, 6 halberds, 2 hammers, falchions on justicar) and librarian advancing under shrouding and sanctuary. Essentially I want to hear your opinions on whether the dreadknights should keep their guns, or the interceptor squad should get the falchions. N.B. this will be a moot point if GW FAQ it to say falchions give +2 attacks, 35 attacks on the charge, all but four of them ignoring armour is too good to refuse on jump infantry! Cheers Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/ Share on other sites More sharing options...
BLACK BLŒ FLY Posted April 24, 2011 Share Posted April 24, 2011 They are already quite costly. Falchions make them even more so. I'm not sold on them yet and GKSS have WQ as well. G :D Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735293 Share on other sites More sharing options...
Angelis Mortis Posted April 24, 2011 Share Posted April 24, 2011 I haven't play tested this yet, but this is my preliminary set up for my Interceptors. I plan on taking 2 squads of them if possible. 10x Interceptors 4 Halberds, 2 DH, 2PsyCan. 284 pts. If I toss on Psybolts 304 pts. Now I'm debating whether I want to add Psybolts. I didn't bother with Falchions as they are Jump Infantry it will be easier to get them to pull of the charge and were looking at 17 NFW attacks after hitting them with 16 S4/5 SB shots, and 4 Psycannon shots. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735311 Share on other sites More sharing options...
Abaddonshand Posted April 24, 2011 Author Share Posted April 24, 2011 I haven't play tested this yet, but this is my preliminary set up for my Interceptors. I plan on taking 2 squads of them if possible. 10x Interceptors 4 Halberds, 2 DH, 2PsyCan. 284 pts. If I toss on Psybolts 304 pts. Now I'm debating whether I want to add Psybolts. I didn't bother with Falchions as they are Jump Infantry it will be easier to get them to pull of the charge and were looking at 17 NFW attacks after hitting them with 16 S4/5 SB shots, and 4 Psycannon shots. I think either my math or your math is slightly off, I make the unit above out at 320pts approx or 340pts approx with psybolts. I may be wrong though, as I don't have the codex to hand. In terms of whether or not to take psybolts, on full units if you can take them without impacting on effectiveness else where in the list take them. On the shunt move they will be invaluable, as you can't charge anyway, and for those turns when you find yourself out of charge range of the enemy. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735322 Share on other sites More sharing options...
Marmande Posted April 24, 2011 Share Posted April 24, 2011 Personally I'm a big fan of Psycannons on the squad; only half the cost of those Incinerators and compliments the S5 Stormbolters perfectly. Enough firepower to tear any squad to shreds and still capable of blowing up a Land Raider. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735336 Share on other sites More sharing options...
TyrionTheImp Posted April 24, 2011 Share Posted April 24, 2011 Can you Combat Squad while Deep Striking? I'm pretty sure you can, but I'm not positive on it. If you can Combat Squad when deep striking, I'd certainly make a squad of 10 with 2 Demon Hammers and 2 Psycannons, combat squad the Demon Hammers into one squad, Psycannons into the other, and go after tanks. Psycannons to shake/immobilize, Demon Hammers to finish it off. If not, a simple 5 man squad with a Psycannon and Demon Hammer can work, just can't fit as many into the FoC slots. If they do allow Shunt Moves in the Scout Phase, that could be very very dangerous if you get first turn. Auto hit Tanks with S8 or 10 Demon Hammers? Ouch! Like Strike Squads they aren't CC-oriented, but they have the speed to be able to get into CC with tanks, thus why I always would advocate Demon Hammers on them. The Shunt move makes for great objective contesting, or getting out of hot zones making the unit very tricky to deal with. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735342 Share on other sites More sharing options...
Abaddonshand Posted April 24, 2011 Author Share Posted April 24, 2011 Personally I'm a big fan of Psycannons on the squad; only half the cost of those Incinerators and compliments the S5 Stormbolters perfectly. Enough firepower to tear any squad to shreds and still capable of blowing up a Land Raider. I like the psycannons too, but I feel that you'll never get the full benefit of their heavy profile because interceptors are a unit that should never be sitting still, if they do then the 6pts per model of top of strikes you pay for their mobility is wasted IMO. @TyrionTheImp Yes, you can combat squad and the deepstrike, as combat squading is done during deployment. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735349 Share on other sites More sharing options...
iamnothere Posted April 24, 2011 Share Posted April 24, 2011 Just got a squad built and can't wait to try them out. I've gone for 2 pscannons, bolts and the mchammer. Main job is to babysit the dk and stop it getting tarpitted by hordes. So they're ideal to last a while - these 2 units are made for each other. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735353 Share on other sites More sharing options...
Marmande Posted April 24, 2011 Share Posted April 24, 2011 I like the psycannons too, but I feel that you'll never get the full benefit of their heavy profile because interceptors are a unit that should never be sitting still, if they do then the 6pts per model of top of strikes you pay for their mobility is wasted IMO. It's not an either or situation, though. If they move, that's still a ton of shots being put out and even a single Psycannon's worth of shooting has a better chance to pop a Land Raider than a Lascannon. Sitting still isn't quite so bad either; imagine having two squads of Interceptors use their mobility to establish themselves in cover at the midfield early in the game, allowing themselves to be used as firebases that can re-establish themselves as necessary. It's that flexibility that makes them so great in the first place. A purely anti-infantry role can be accomplished better by a Incinerator Purgation squad in a Razorback and for far less. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735378 Share on other sites More sharing options...
Angelis Mortis Posted April 24, 2011 Share Posted April 24, 2011 I haven't play tested this yet, but this is my preliminary set up for my Interceptors. I plan on taking 2 squads of them if possible. 10x Interceptors 4 Halberds, 2 DH, 2PsyCan. 284 pts. If I toss on Psybolts 304 pts. Now I'm debating whether I want to add Psybolts. I didn't bother with Falchions as they are Jump Infantry it will be easier to get them to pull of the charge and were looking at 17 NFW attacks after hitting them with 16 S4/5 SB shots, and 4 Psycannon shots. I think either my math or your math is slightly off, I make the unit above out at 320pts approx or 340pts approx with psybolts. I may be wrong though, as I don't have the codex to hand. In terms of whether or not to take psybolts, on full units if you can take them without impacting on effectiveness else where in the list take them. On the shunt move they will be invaluable, as you can't charge anyway, and for those turns when you find yourself out of charge range of the enemy. Yeah your correct, my math was off a bit. Dunno what I missed but I definitely missed something. Came out with same numbers as you second time around. Thats a good point about the Psybolts. And the bigger squad you take the more efficient the points cost (2 per model on ten man squad). Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735389 Share on other sites More sharing options...
Abaddonshand Posted April 24, 2011 Author Share Posted April 24, 2011 Yeah your correct, my math was off a bit. Dunno what I missed but I definitely missed something. Came out with same numbers as you second time around. Thats a good point about the Psybolts. And the bigger squad you take the more efficient the points cost (2 per model on ten man squad). Damn, I was hoping your numbers were right, would've meant I had some points to spare and wouldn't need to choose between the guns on my dreadknights and the falchions ;) Psybolts are very efficient when one considers that GKs are designed to operate well in shooting combined with CC. Hammerhand gives you str5 in close combat, so for an extra 2 points per model it's worth getting str 5 shooting too. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735418 Share on other sites More sharing options...
Brother Captain Kezef Posted April 24, 2011 Share Posted April 24, 2011 I favour Falchions for IS, mainly because they are an assault unit and the extra attacks are useful. On a termie or defensive unit the Halberds are the way forward but IS need to hit hard, fast and move on, 1 attack per model just won't cut it. I tried psycannons but found they where wasted as I was rarely getting 4 shots and losing power weapon attacks to boot. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735419 Share on other sites More sharing options...
Joasht Posted April 24, 2011 Share Posted April 24, 2011 I'd be more inclined towards using Interceptors like Bikes rather than Assault Squads. Their massive points per model combined with their general lack of killiness and average Marine survivability make them poor assault units IMO. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735447 Share on other sites More sharing options...
Brother Captain Kezef Posted April 24, 2011 Share Posted April 24, 2011 I'd be more inclined towards using Interceptors like Bikes rather than Assault Squads. Their massive points per model combined with their general lack of killiness and average Marine survivability make them poor assault units IMO. It all depends on local metagame I guess. But Combined with a Grand master these guys are the ultimate in last turn game winnage. Can pop them on to an objective either to contest or to claim (if they have been made scoring). Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735450 Share on other sites More sharing options...
Freman Bloodglaive Posted April 24, 2011 Share Posted April 24, 2011 On an Interceptor squad I would just use the default Strike Squad armament. Ten men, two psycannons, psybolts, master crafted daemon hammer on the Justicar for 315 points. I'd treat them as a more mobile Strike Squad, as already said, moving to take midfield firing positions, shunt and gun tactics on devastators/long fangs/dark reapers etc. In the fast attack slot they're only competing with Stormravens, which don't really float my boat. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2735596 Share on other sites More sharing options...
Abaddonshand Posted April 25, 2011 Author Share Posted April 25, 2011 I favour Falchions for IS, mainly because they are an assault unit and the extra attacks are useful. On a termie or defensive unit the Halberds are the way forward but IS need to hit hard, fast and move on, 1 attack per model just won't cut it. I tried psycannons but found they where wasted as I was rarely getting 4 shots and losing power weapon attacks to boot. This is exactly my take on the unit. It's nice to hear that it works in practice, and hey if falchions turn out to give +2 attacks, the unit will be horrendous on the charge. I'd wager that the one I outlined in the first post could probably take out an IG blob platoon (including the commissar/ commissar lord) in one turn of shooting and combat! Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2736299 Share on other sites More sharing options...
iamnothere Posted April 25, 2011 Share Posted April 25, 2011 Which in itself is a problem - leaving you stranded high and dry to be plasmad to death next turn :tu:. Real shame none of the characters can have Personal teleporters. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2736329 Share on other sites More sharing options...
number6 Posted April 25, 2011 Share Posted April 25, 2011 Can you Combat Squad while Deep Striking? I'm pretty sure you can, but I'm not positive on it. Sadly, no. Not if the precedent set in the SM codex FAQ stands, anyway. GW's logic is that combat squadding occurs at deployment on the tabletop. And you deploy a unit into reserves ... not on the tabletop. Thus there is no opportunity to combat squad when deploying into reserves. I don't like it, but them's the breaks. It would be nice if GW were to Errata that differently for the GK codex, but I wouldn't hold my breath. Interceptors are perhaps my favorite unit in the entire codex. As many psycannons as you can get and at least a hammer on the Justicar. I might consider psybolts if you take a full 10-man unit, but only then. Also, taking a full 10-man unit, I agree with Tyrion that this is a unit that can benefit from combat squadding. Stack the psycannons in one unit, Justicar with a hammer (and maybe another hammer?) in the other squad. :cuss Right now, I'm only running 5-man units with 1 psycannon and 1 hammer on the Justicar. It's my favorite 150 pt expenditure. Opponents hate these units. ;) They're cheap, fast, and very annoying. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2736358 Share on other sites More sharing options...
iamnothere Posted April 25, 2011 Share Posted April 25, 2011 Not tried 2 squads yet, I'm too fond of saving points with psybolts. Next time I face mech guard I'll have to try combat squadding - probably the only time I wont fear getting assaulted. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2736533 Share on other sites More sharing options...
Rybnick Posted April 25, 2011 Share Posted April 25, 2011 QUOTE (TyrionTheImp @ Apr 24 2011, 12:02 PM) Can you Combat Squad while Deep Striking? I'm pretty sure you can, but I'm not positive on it. Sadly, no. Not if the precedent set in the SM codex FAQ stands, anyway. GW's logic is that combat squadding occurs at deployment on the tabletop. And you deploy a unit into reserves ... not on the tabletop. Thus there is no opportunity to combat squad when deploying into reserves. I'm 99% sure that you can combat squad on deepstrike, I believe it was covered in the BA FaQ, I'm at work now or I'd check for certain. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2736707 Share on other sites More sharing options...
Brother Valerius Posted April 26, 2011 Share Posted April 26, 2011 Can you Combat Squad while Deep Striking? I'm pretty sure you can, but I'm not positive on it. Sadly, no. Not if the precedent set in the SM codex FAQ stands, anyway. GW's logic is that combat squadding occurs at deployment on the tabletop. And you deploy a unit into reserves ... not on the tabletop. Thus there is no opportunity to combat squad when deploying into reserves. I don't like it, but them's the breaks. It would be nice if GW were to Errata that differently for the GK codex, but I wouldn't hold my breath. I'm almost entirely certain that the FAQ you're referencing doesn't mean what you think. It says that squads that are placed in reserve may not break down into combat squads, but that means they may not do so while in reserve. This would be in keeping with how Drop Pods work, where the unit is in reserve but may still combat squad as soon as they hit the tabletop. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2737096 Share on other sites More sharing options...
Mykra Posted April 26, 2011 Share Posted April 26, 2011 QUOTE (TyrionTheImp @ Apr 24 2011, 12:02 PM) Can you Combat Squad while Deep Striking? I'm pretty sure you can, but I'm not positive on it. Sadly, no. Not if the precedent set in the SM codex FAQ stands, anyway. GW's logic is that combat squadding occurs at deployment on the tabletop. And you deploy a unit into reserves ... not on the tabletop. Thus there is no opportunity to combat squad when deploying into reserves. I'm 99% sure that you can combat squad on deepstrike, I believe it was covered in the BA FaQ, I'm at work now or I'd check for certain. Our game store plays it another way which could be a case of person A reads a sentence and comes up with 'C', and person B reads something and comes up with 'D'. Our way is: You can combat squad while deep striking, you just roll for the unit as one pure group as pertaining to the reserve roll. Correct way: :Successful roll :10 Interceptors enter play. Split into two groups, place them. Get scatter die, pray. Incorrect: :Roll once for half (5 men) of squad, roll second time for other half (remaining 5) of squad. :Place none, one, or both on board. The messed up we saw with the FAQ is that it was talking about splitting up things like Drop Pods, with having half the unit inside the pod in reserve, and having half the unit elsewhere which you cannot do. The unit has to stay a full unit until it is time to deploy after rolls. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2737104 Share on other sites More sharing options...
TyrionTheImp Posted April 26, 2011 Share Posted April 26, 2011 Yeah that's basically how I thought it would be done and it makes sense to me. Roll for reserves for one squad, and then place the two and scatter for each one. I only saw the SM FAQ pertaining to Drop Pods and combat squads where you can't Combat Squad in Reserve, but technically you're combat squading when you place the squads. Glad I had that cleared up. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2737109 Share on other sites More sharing options...
templargdt Posted April 26, 2011 Share Posted April 26, 2011 I'm a big fan of the interceptor squad. I'm going to go 10 Knights, 2xPsycannon and Master Crafted Hammer. I think the unit has a great number of uses from late game objective contesting to setting up side armor shots with psycannons. This may be the only squad I actually by psybolts for. Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2737269 Share on other sites More sharing options...
Fred Johnson the 3rd jr Posted April 26, 2011 Share Posted April 26, 2011 Can you Combat Squad while Deep Striking? I'm pretty sure you can, but I'm not positive on it. Sadly, no. Not if the precedent set in the SM codex FAQ stands, anyway. GW's logic is that combat squadding occurs at deployment on the tabletop. And you deploy a unit into reserves ... not on the tabletop. Thus there is no opportunity to combat squad when deploying into reserves. Eh? This is completely and utterly wrong. Placing something in reserves does not count as deploying them. This is in the main rulebook. Taking something out of reserves does count as deploying a unit. This is also in the main rule book. Ignoring the FAQ, Combat Squading + Deep Striking is 100% fine. Sources: pg 94, Preparing reserves: Players may choose not to deploy one or more of the units in their army and instead leave them in reserve. pg 94, Rolling for Reserves: Once all of the units have been rolled for, the player picks any one of the units arriving and deploys it. The only issue is the craptacular wording from the FAQ, which at best, is completely ambiguous on this point. The FAQ potentially creates a new restriction, where units "placed" in reserve cannot combat squad. But how long is the restriction? For only when the unit is in reserve (which just restates the normal rule)? Or for the rest of the game (which adds a new restriction)? The language is unclear and anyone who argues otherwise is adding meaning to the answer that is not actually there. It is also worth noting that the question in the FAQ deals with mixed deployment rather than both halves of the squad deploying the same way. Under the normal rules you cannot walk half the unit on the table at deployment and reserve the other half. Nor can you outflank with one half and deep strike with the other (as you must specify by what method the unit is coming in, when it is placed in reserves, which is before the unit can combat squad, which once again occurs on deployment of the unit). Link to comment https://bolterandchainsword.com/topic/228274-lets-talk-about-interceptors/#findComment-2737441 Share on other sites More sharing options...
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