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So, Interceptors...


skarn

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Do you run them? What config is best?

 

I personally think they run best as a small nuisance squad, or in support of a teleporting dreadknight. They are too expensive to make a dedicated CC units IMO.

 

As for sepcial weapons, which is better, psycannons or incinerators? They both have big advantages as far as I can see.

 

Any other opinions?

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They are a great distraction unit. I run a Crowe MSU Puri list and after the last tournament I attended I realize I need something to cause havoc in the backfield. I almost traded out a dreadnought for a dreadknight, but I feel that a squad of Interceptors will be better equipped to last longer as well as cause more hurt in the backfield.

 

I run a 10 man squad with 2 cannons, a hammer, and 2 halberds. I run 2 halberds in case I want to combat squad the unit then each unit has at least one guy swinging at I6. Allows to at least get one attack in before the enemy retaliates and either activate the force weapons or kill 1 or 2 models right away. Incinerators are nice, but I prefer more psycannons. That's personal preference though.

I've been planning to run a 10 man squad w 2 hammers, and psybolts, maintaining 24" range with hammers for when things get ugly.

 

I'd put Psycannons in there, but with the mobile nature of the squad, I think they're better suited to move each turn and provide a nasty 20 S5 Shots into enemy units from a distance. and of course to shunt onto the enemy objective in the last turn...

There is no single best config for Interceptors. But like veidin, I find myself preferring small 5-man "nuisance" units with a psycannon and hammer on the justicar. They fly about in support of my stormraven unit or as point defense for my midfield troops. Love 'em! :)

I'm using 10 Man, 2 Psycannons, Hammer, Psybolts. Some good amount of points, but so far they do great work for me moving to the backfield/flanks and getting rear armor shots/killing Long Fangs.

 

EDIT: I also modeled them with Jump Packs because the little stick backpacks look silly I think.

Interceptors are one of the best units in the codex. I will likely run every list with them that isn't a dedicated Henchman or Paladin list.

 

I'm using 10 Man, 2 Psycannons, Hammer, Psybolts.

Exactly this. People say they're expensive, but when you compare a bare-bones 10 man Interceptor Squad to a bare-bones Strike Squad, you're only paying 60 points more. If you run mech and you give your Strikes a Rhino, the Interceptors are only 20 points more. WELL worth the investment.

 

As for Incinerators vs. Psycannons, the flame template hurts. A lot. Especially when you can position it perfectly after a shunt across the board, lining up a perfect shot on an enemy unit. However, Grey Knights don't get melta. The melta equivalent for Grey Knights is the Psycannon- and its useful against everything. Literally everything, while the Incinerator's effectiveness is limited to clumped infantry.

As a Wolf player, I despise the lil' buggers. I've had them run against me in the configurations above, and there's little I hate more than those bastards dropping down behind my lines and hassling my rear flanks. Even my R.S. Square tactic is at least mildly affected by 'em; At best, they're annoying as hell. At worst, they're potentially devastating.
Interceptors are one of the best units in the codex. I will likely run every list with them that isn't a dedicated Henchman or Paladin list.

 

I'm using 10 Man, 2 Psycannons, Hammer, Psybolts.

Exactly this. People say they're expensive, but when you compare a bare-bones 10 man Interceptor Squad to a bare-bones Strike Squad, you're only paying 60 points more. If you run mech and you give your Strikes a Rhino, the Interceptors are only 20 points more. WELL worth the investment.

 

As for Incinerators vs. Psycannons, the flame template hurts. A lot. Especially when you can position it perfectly after a shunt across the board, lining up a perfect shot on an enemy unit. However, Grey Knights don't get melta. The melta equivalent for Grey Knights is the Psycannon- and its useful against everything. Literally everything, while the Incinerator's effectiveness is limited to clumped infantry.

 

I prefer the idea of incinerators, but you're absolutely right. The problem with them is they are far too expensive on interceptors. When they come free on purifiers, I've decided to put them with them in a storm raven, and move the psycannons to the interceptors. If the two guns were the same cost, I'd go for incinerators hands down though.

I quite like the way Something Wycked runs them, and would run them the same way. However, if falchions are +2A, I'd give a couple of them falchions, giving them a few more attacks in combat to make up for their 1 base.

 

Anyway, way I'd use them is by using their teleporters to stay at 24" range while shooting away with psybolt ammo and psycannons. When the enemy is weakened, swoop in and knock off isolated units, or counter-charge units attacking my midfield.

 

Incinerators would be fun though for knocking units off of objectives, especially as with that shunt move you can perfectly align them. Perhaps a unit of each?

I quite like the way Something Wycked runs them, and would run them the same way. However, if falchions are +2A, I'd give a couple of them falchions, giving them a few more attacks in combat to make up for their 1 base.

 

Yeah, if they do FAQ Falcions to +2A I'd buy two of them for some extra attacks.

I'm not sure about the hammers do you guys find them worth it? 20 points is alot in the GK codex where everything is expensive. I've been running them as a purely shooty unit psycannons and stormbolters then possibly charge a very weak unit if I get the chance.

Hammers are 10 on Interceptors just like Strikes, iirc. They're made of solid gold, though. Hammers are your porcupine quills to discourage MC's, Dreads and IC's, and they're Strength 10 (w/Hammerhand) if the Psycannons fail to destroy a vehicle and you're forced to assault it.

Hammers are 10 on Interceptors just like Strikes, iirc. They're made of solid gold, though. Hammers are your porcupine quills to discourage MC's, Dreads and IC's, and they're Strength 10 (w/Hammerhand) if the Psycannons fail to destroy a vehicle and you're forced to assault it.

 

Totally in agreement. If I had to guess I would wager that I've destroyed as many vehicles with Powerfists on Sergeants and Thunderhammers on Terminators than I have with Meltaguns. Hammer is the same deal here. Plus it's your out against walkers.

Despite how amazing psycannons are, I just can't put them on everything. It doesn't feel right to have an entire army equipped with nothing but those. Grey Knights/Inquisition just demands cleansing by fire, so I think an unit that can put itself in the exact perfect spot to get the most damage with flames, should. I do disagree with the cost though, they shouldn't cost any more than they used to. Its like they wanted to discourage people from using anything except psycannons. Made incinerators expensive and made psilencers terrible.

Well, Incinerators are only "expensive" on Interceptors- they're free on Purgations and Purifiers, and only a nickel for Terminators. When you consider just how mobile Interceptors are and how effectively they can use Incinerators, I believe they are costed appropriately- just like Psycannons are more expensive on Terminators/Paladins/Purgations because you expect to get the full amount of shots out of it (how effectively they can use it).

 

I do have a bit of an issue of Psycannons on everything, but it really is the way to go from a competitive standpoint, considering the mech metagame.

Personally my plan is to run 6 Interceptors with a DH, psycannon, and psybolts with 4 halberds, then either teleport them or air drop them from a Storm Raven. So much the same unit everyone else is using :)

 

As far as Incinerators go... I was going to run 6 Purifiers in a Razorback with a DH, 2 Incinerators, 3 halberds and psycannon bolts. 2 Incinerators should make a mess of whatever they disembark next to, then the remains will have to decide to charge into the fury of warpfire or run away with it's tail between it's legs ;) For the rest of the army though, I'm still a big fan of psycannons.

Psycannon spam is very competitive and as said seeing how cheap they are for Purifiers you can't help but take some. I do think incinerators are the best bet for Interceptors seeing you'll get the most damage inflicted due to their mobility. That said the psycannons are cheap for Interceptors - you have basically 36" range with the normal jump pack move - so they would be decent at tank hunting... Especially versus lighter armor and it shouldn't be a problem to get side shots.

 

G ;)

Incinerators put you near assault range. Interceptors don't want to be near assault range, especially not when those templates cost 20pts.

Very true. You can mitigate that somewhat through melee weapon upgrades, but Interceptors really aren't designed to take on even mid-range assault units and their melee weapon choices get very expensive very quickly.

I've been running 7 with a psycannon, 5 falcions and a hammer they have out perfomed every other unit in my army everytime! 15-20 power weapon attacks depending of whether they charge or not, hammer for big stuff and the psycannon (and an extra non power weaponattack or two) can open a transport to allow them to destrory squishy stuff inside! bit pricey at 252 points though :)
Incinerators put you near assault range. Interceptors don't want to be near assault range, especially not when those templates cost 20pts.

Very true. You can mitigate that somewhat through melee weapon upgrades, but Interceptors really aren't designed to take on even mid-range assault units and their melee weapon choices get very expensive very quickly.

 

IIRC this is also reflected in the fluff as well. Interceptor squads tend to merely be Strike squads given personal teleporters, why it's not an upgrade to them as it was originally rumoured is beyond me. Anyway, the way I've read them is that Grey Knight Commanders use Interceptor squads to support the main assault, so cutting off avenues of escape, hunting down those who might break through the cordon, and attacking isolated targets. They aren't the main shock troops of the Chapter, that's left to the Terminators and Paladins (and I suppose Purifiers), but are very much firmly support, as evidenced by them showing the same statline as Strike squads and Purgation squads, and the same powers as the Strike squad.

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