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Let's talk about Interceptors


Abaddonshand

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Dur... how the hell did I miss that little nugget all this time. Good catch. Inincerators would be fun to use with the shunt, but relentless psycannons are much more useful overall (and cheaper).

 

Foolio, not having ever used jump infantry before, and looking in the rulebook, I can't seem to find the bit about them being relentless. But then again I am half asleep so maybe it is in there somewhere. Got a cite?

As said above, jump infantry are not relentless. If they were the I can guarantee that the prices of psycannons to incinerators would be reversed plus extras, as is the case with terminators and paladins.

 

I'm comin to the conclusion that you really need to know exactly what role interceptors will play in your list to be effective. They can take psycannons, and be a fast version of strike squads, with a last turn shunt to contest objectives, or they can get incinerators, and make use of the no scatter benefit of shunt to guarantee the elimination of enemy backline infantry, and don't forget, str 6 will still put holes in AV10 with almost the same effectiveness as str7 rending, it can even be more efficient if you land in a parking lot, as you could get the templates hitting multiple vehicles side on.

Uh foolio You would be incorrect Jump infantry is not Relentless Jet pack Is however but the interceptors are not Jet packers.

Thus I am disproved. My apologies to one and all. Yeah, I was wondering why the weapon costs weren't structured a bit differently...

 

On the other hand, I now feel much less interest in maxing out on Interceptors, which is good to figure out before I buy them. :rolleyes:

As said above, jump infantry are not relentless. If they were the I can guarantee that the prices of psycannons to incinerators would be reversed plus extras, as is the case with terminators and paladins.

 

I'm comin to the conclusion that you really need to know exactly what role interceptors will play in your list to be effective. They can take psycannons, and be a fast version of strike squads, with a last turn shunt to contest objectives, or they can get incinerators, and make use of the no scatter benefit of shunt to guarantee the elimination of enemy backline infantry, and don't forget, str 6 will still put holes in AV10 with almost the same effectiveness as str7 rending, it can even be more efficient if you land in a parking lot, as you could get the templates hitting multiple vehicles side on.

 

I'm forced to play Tau alot so this ^ is my line of thinking exactly.

CC interceptor squads rock. Ive been using several variations but my favorite is this:

8 interceptors, halberd justicar, 6 falchions, psycannon- 253 pts. Amazing unit.

 

Many have been saying interceptors are a shooting support unit myself included initially, and I was playing them as such. But trust me they are much better off as an assault squad that just happens to have stormbolters. Just look at the falchions as a chapter banner upgrade and they make more sense.

The combination of jump troops, falchions and hammerhand means this unit will kill most other units short of hammernators, incubi or other uber cc units, which you have no reason to engage since stormbolters means you have the advantage anyway. Hate to say it but blood angels can only dream of a unit like this because shunting often allows for perfect positioning out of los following by a quick jump + assault. Nasty.

I am very pleased and impressed with this unit. IME it is far better than the shooty version which I have also tried. Just my 2 cents.

CC interceptor squads rock. Ive been using several variations but my favorite is this:

8 interceptors, halberd justicar, 6 falchions, psycannon- 253 pts. Amazing unit.

 

Many have been saying interceptors are a shooting support unit myself included initially, and I was playing them as such. But trust me they are much better off as an assault squad that just happens to have stormbolters. Just look at the falchions as a chapter banner upgrade and they make more sense.

The combination of jump troops, falchions and hammerhand means this unit will kill most other units short of hammernators, incubi or other uber cc units, which you have no reason to engage since stormbolters means you have the advantage anyway. Hate to say it but blood angels can only dream of a unit like this because shunting often allows for perfect positioning out of los following by a quick jump + assault. Nasty.

I am very pleased and impressed with this unit. IME it is far better than the shooty version which I have also tried. Just my 2 cents.

 

Thanks for this, it's nice to get tried and tested reviews of the unit, that's one of the reasons why I made the thread. Do you find the halberd on justicar is superior to a hammer?

CC interceptor squads rock. Ive been using several variations but my favorite is this:

8 interceptors, halberd justicar, 6 falchions, psycannon- 253 pts. Amazing unit.

Do you mean "hammer" justicar instead of "halberd"? If you really do mean "halberd", I'm curious as to why you aren't using the hammer instead? What good do 2-3 I6 attacks do you, really? I would think the hammer would be better for all-round combat ability. If you wanted I6 attacks, I would think you'd spend points on halberds instead of falchions... :D

 

Anyway, I find this a curious approach. Put me squarely in the camp of "shooty support unit with reasonable assault capability" camp. :P I find it difficult to envision virtually any GK unit -- Interceptors or otherwise -- as "close combat specialists". I'm not convinced the GK 'dex really supports that style of play at all. Despite your claim, I really do think BA do the assault focus build much better than the GKs do.

I also see them as more shooty, the only thing they are really good at assaulting are vehicles. They simply do not have enough attacks to hold their own (point for point) against other squads. Putting Falchions on them is just too pricey for me. (36 points per model is almost the price of a terminator, for a marine with 2 attacks) They die too easily to justify that price point.

To each their own but so far falchions have proven superior for me. Halberds/swords seem good until you get stuck in and find your 1 attack models are getting wiped out. The difference with falchions is turn 1 the unit kills most of a meq unit and takes a few casualties. Next turn they wipe the unit out. With halberds or swords you get tied up and dragged down over several turns, sustaining more wounds then if you just hit hard and fast. I dont take the hammer because I like having a model with 3 S5 i6 attacks on the charge, although the hammer is awesome. The daemon hammer is superior overall but the gap isnt that big between the two. Striking before most charging characters with a force weapon is scary and with the potential for s5 the halberd is good, like a mini librarian.

 

 

Edit: completed the thoughts I started earlier :).

Expanding on the idea of 'hacky n shooty', how do you think this would fair? It's a handful of points less expensive than my 'dakka' Purifier build (Rhino, hammer, 5 x halberds, 4 x psycannons), as I feel even with Rhinos they're still too slow.

 

Justicar w/hammer, 2 x Interceptors w/psycannons, 4 x Interceptors w/falchions, 3 x Interceptors

(330 points)

 

The same damage output on the charge as the 8-man squad suggested earlier (hammer instead of halberd obviously), only 1 less attack standing still, and I'm bringing dual psycannon as well. Of course, it's much more expensive than the 8-man squad, but it takes casualties better (the sword guys and psycannons are expendable once you're in combat). Worth considering, or should I just cut 5 points from somewhere to field a third mechanised Purifier squad?

I think Psycannons are a sub-par choice for Interceptors because you are intending for them to be mobile and, in your case, assaulting. That doesn't leave much time for standing still and firing Psycannons at full capacity. In the case of a tooled-up squad like yours, I'd forgo the special weapon upgrade and instead take Psybolts.

Use multiple unit synergy- Rifleman Dreads pop transports easily :blink: None of these squads operate in a vacuum and your list design can certainly take advantage of that!

 

Another idea would be to kit out an Interceptor Squad to be shooty with just 2 Psycannons, maybe give them a Hammer, and use them to pop the transport while the full-assault Interceptors pounce on the cargo.

I think Psycannons are a sub-par choice for Interceptors because you are intending for them to be mobile and, in your case, assaulting. That doesn't leave much time for standing still and firing Psycannons at full capacity. In the case of a tooled-up squad like yours, I'd forgo the special weapon upgrade and instead take Psybolts.

 

Who said they should only be mobile? They can also quickly set up in cover to act as a firebase. Even on the move they only really lose out against heavier armor, whereas all that S5 shooting is great after Shunting behind RAV10.

CC interceptor squads rock. Ive been using several variations but my favorite is this:

8 interceptors, halberd justicar, 6 falchions, psycannon- 253 pts. Amazing unit.

 

Many have been saying interceptors are a shooting support unit myself included initially, and I was playing them as such. But trust me they are much better off as an assault squad that just happens to have stormbolters. Just look at the falchions as a chapter banner upgrade and they make more sense.

The combination of jump troops, falchions and hammerhand means this unit will kill most other units short of hammernators, incubi or other uber cc units, which you have no reason to engage since stormbolters means you have the advantage anyway. Hate to say it but blood angels can only dream of a unit like this because shunting often allows for perfect positioning out of los following by a quick jump + assault. Nasty.

I am very pleased and impressed with this unit. IME it is far better than the shooty version which I have also tried. Just my 2 cents.

 

This squad is not 253 points, it is actually 283.

If they get FAQed to give +2 attacks then they might be worth it. But I doubt that they will.

 

Why would they give +2 attacks? Unless I'm missing something but it clearly states on pg 54 "The wielder of a pair of falchions has +1 attack" So by having 2 you get an extra 1 attack.

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