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Interceptors : Your thoughts


Brother Dimetrius

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Greetings brothers,

 

As I'm still very much in the planning phase I was wondering if any of you had thoughts to share about GK interceptors. I quite like the concept of the unit, but being quite new to 40k I'm still unclear as to how you would make them work. So if you have any experiences or wisdom to share please do!

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They can be quite a difficult unit to master but also can be highly effective when used correctly. The ability to be able to hit vehicles side armour with their ranged weapons and threaten back field units so early in the game is not something to scoff at. On top of that, coupled with a Grand master for scoring they make great last minute objective or can use scout from the GM to get a first turn charge when you really need to tie up a unit.

 

THey unit takes work to get the most out of it and really requires a GM to truely become a worthwhile unit.

 

Regards,

Crynn

I love Interceptors. I'm heavily biased towards them :P I think they're the best unit in the codex- if I could have a shooty Jump Infantry unit in one of the Marine codexes I'd probably still be playing them instead of switching to Grey Knights.

 

I try to run my Interceptors in a 1:1 ratio with Dreadknights equipped with Personal Teleporters- they support each other, protecting each other from threats that they cannot handle alone. They have a great synergy together with their shared mobility.

 

The mobility is key to a great many things. If you have superior mobility to your opponent, you can dictate the flow of battle- what units will enage which targets, how long they will engage them, everything. With superior mobility, you can keep your opponent exactly where you want him- and exactly where he doesn't want you.

 

The Interceptors' psychic power- Warp Quake- is also oriented towards mobility. Specifically, your opponent's Deep Strike mobility. If your opponent, before the game, declares any unit to be arriving from Reserves via Deep Strike, make sure you cast that power with every Strike Squad and Interceptor unit every turn. Warp Quake is arguably the most effective area denial ability against opposing Deep Strikers in the game.

 

I run mine in this pattern:

 

10 Interceptors, 1 Hammer, 2 Psycannons, Psybolts: 310 points.

 

Psycannons are the best all-round ranged weapon in the handheld GK arsenal, able to throw out a lot of shots as well as open vehicles of any armor value. Incinerators are superior against large units or Swarms, but they are also very expensive on Interceptors. The Hammer enables your Interceptors to defend against Monstrous Creatures and Walkers effectively, as well as giving them a chance to act as a can opener on enemy vehicles.

 

When you factor in the cost of transport for your other squads, Interceptors are really only a few points more expensive- and have the added bonus of putting out a lot of firepower at all times instead of being restricted by a transport.

I've been using a unit of five with an incinerator (because that's all I have) and I like them a lot. Being able to teleport 30" from your board edge from reserve can be useful, and is safer than deepstriking.

 

I'd like to get another five with a psycannon at some point.

I haven't tried them yet, but I'm definitely on board with Crynn and SomeWyck in this case. They're like super Assault Troops from the vanilla dex. Very high mobility, excellent fire power options; they've got all sorts of uses, provided you don't misuse their mobility to overextend them or otherwise put them in a bad spot. ;)
They're like super Assault Troops from the vanilla dex. Very high mobility, excellent fire power options; they've got all sorts of uses, provided you don't misuse their mobility to overextend them or otherwise put them in a bad spot. ^_^

Too true!

 

Comparing the two:

  • Mobility: Interceptors (Shunt)
  • Assault power: Interceptors (Power Weapons outshine the additional attacks, even without Hammerhand/Force Weapon ID)
  • Shooting power: Interceptors (Stormbolters, sometimes S5, + Psycannons vs. Bolt Pistols, Flamers, Plas. Pistols)
  • Multi-role capability: Interceptors (Anti-personnel, anti-tank, anti-MC/IC [NFW!], and anti-Deep Strike w/ Warp Quake)
  • Survivability: Identical. For all the Interceptors' abilities and uses, they go down just as fast- and cost a lot more.

My feeling is that (with swords and storm bolters) they hit as hard or a little harder in melee than a vanilla assault team (the former through power weapon attacks, the latter through sheer volume of attacks) but their pre-charge (or even sans-charge) shooting can be epic. 24" range, potentially at S5, not to mention rear armor shots with psycannons and Incinerators are a nice step up from flamers.
My feeling is that (with swords and storm bolters) they hit as hard or a little harder in melee than a vanilla assault team (the former through power weapon attacks, the latter through sheer volume of attacks)

I did the math- unupgraded squad vs unupgraded squad, each getting the charge on their targets (as properly used JI should).

 

The Interceptors are equally good against GEQ; the armor saves negate the advantage of the Assault Marines in number of attacks.

From there, Interceptors really start to shine versus the Assault Marines- the harder the target gets, the more the Assault Marines pale in comparison.

 

Add in Stormbolters to the equation and there's really no contest, Interceptors win hands down.

That and there's something to be said for any man who's willing to strap a personal warp portal maker to his back and run through the warp on foot against legions of demons that eat lesser men's minds for breakfast in nothing but power armor...

 

Just sayin... ;)

 

Also keep in mind that they can be air dropped from Storm Ravens and have basically no deviation on where they land. Kinda useful for pinpoint "I land in that alley you thought nothing could fit in!" strikes behind enemy lines.

They're like super Assault Troops from the vanilla dex. Very high mobility, excellent fire power options; they've got all sorts of uses, provided you don't misuse their mobility to overextend them or otherwise put them in a bad spot. ;)

Too true!

 

Comparing the two:

  • Mobility: Interceptors (Shunt)
  • Assault power: Interceptors (Power Weapons outshine the additional attacks, even without Hammerhand/Force Weapon ID)
  • Shooting power: Interceptors (Stormbolters, sometimes S5, + Psycannons vs. Bolt Pistols, Flamers, Plas. Pistols)
  • Multi-role capability: Interceptors (Anti-personnel, anti-tank, anti-MC/IC [NFW!], and anti-Deep Strike w/ Warp Quake)
  • Survivability: Identical. For all the Interceptors' abilities and uses, they go down just as fast- and cost a lot more.

 

Don't forget:

  • Scoring: Interceptors can be made a Scoring unit by a GKGM, should the mission scenario warrant it.

 

Valerian

I dont think you can count that Valerian, because Blood Angel assault marines come as troops already.

I'll give that to you, but Valerian raises a great point. C:SM Assault Marines cannot score, while with a GKGM Interceptors can score. Blood Angels is a whole different topic, but you're right, their Assault Marines always score. ;)

 

On that note, BA Assault Marines have an advantage over C:SM due to the ease of gaining Furious Charge, as well as an advantage is survivability over both C:SM and Interceptors through FnP.

 

Interceptors still easily win the mobility, damage, and multi-role contests, while C:SM and C:BA Assault Marines win the low price contest :)

I play 1750 points and i have three units of these guys:

 

10x interceptors

4x daemon hammers

2x psycannon

psybolt ammo

 

split the unit up evenly and that unit can deal with almost anything.

 

Since i run three units of these and combat squad them i will have:

 

6 units of:

 

5x jump pack marines with shunt

2x daemon hammer

2x power weapon

1x psycannon

psybolt ammo

 

You can more of less shunt behind six targest in one turn. Deadly against anything and anyone.

 

This shouldn't derail the thread too much, but i tried working a lsit with inteceptors and the link below shows me going through the list building process of making such a list work.

 

http://www.bolterandchainsword.com/index.p...p;#entry2897452

 

thanks

antique_nova

I dont think you can count that Valerian, because Blood Angel assault marines come as troops already.

 

We were comparing them to, "Assaut Troops from the vanilla dex," so Blood Angels' were not part of the equation.

 

V

I would just like to add a note of caution in the interceptor to assault marine comparison, interceptors are 44-56% more points, depending on psybolt ammunition. It stands to reason that they should be better in just about every way. It's a greater point differential than between a fire warrior and a codex marine, and I'm sure everyone knows which they'd rather have.

 

I do echo the sentiments of Cyrnn and Something Wycked though, they are damn good units and worth the points invested in them. They are the first thing I put in my lists now, outside of the minimum FOC requirements.

 

As I noticed when my Codex marines became bike marines, relying on transports for mobility has a big weakness, kill the transport and you are a footslogger now and you have lost a a KP. Especially when everyone brings tools to kill transports ASAP. Keeping mobility down to the last man means you can do sneaky stuff like shunt away your last marine to hide behind a wall to conserve KP, or move to contest late game with jump move and running, get behind vehicles for rear armour shots, get behind firing lines to squishy stuff like devastators etc.

 

Add a GKGM into the equation and it gets even better. Giving them scout and putting them on the field can give the enemy the threat of a first turn charge, forcing LR's and their ilk to deploy further back, or not at all. To name but one example. Outflanking or even normal reserve they can threaten the entire board with shooting (and a good chunk of the board with assault if they oppourtunity presents) when they arrive, and can use communion to arrive earlier.

 

I like options, and GKI bring many many options to the table.

I try to run my Interceptors in a 1:1 ratio with Dreadknights equipped with Personal Teleporters- they support each other, protecting each other from threats that they cannot handle alone. They have a great synergy together with their shared mobility.

 

The Interceptors' psychic power- Warp Quake- is also oriented towards mobility. Specifically, your opponent's Deep Strike mobility. If your opponent, before the game, declares any unit to be arriving from Reserves via Deep Strike, make sure you cast that power with every Strike Squad and Interceptor unit every turn. Warp Quake is arguably the most effective area denial ability against opposing Deep Strikers in the game.

 

I run mine in this pattern:

 

10 Interceptors, 1 Hammer, 2 Psycannons, Psybolts: 310 points.

 

Psycannons are the best all-round ranged weapon in the handheld GK arsenal, able to throw out a lot of shots as well as open vehicles of any armor value. Incinerators are superior against large units or Swarms, but they are also very expensive on Interceptors. The Hammer enables your Interceptors to defend against Monstrous Creatures and Walkers effectively, as well as giving them a chance to act as a can opener on enemy vehicles.

 

When you factor in the cost of transport for your other squads, Interceptors are really only a few points more expensive- and have the added bonus of putting out a lot of firepower at all times instead of being restricted by a transport.

 

Sounds good. What is your opinion regarding a squad of Interceptors riding in a SR?

In my view Interceptors are not the assault marines of the Grey Knight list, they're more the bike squads. They're primarily a shooting squad with great mobility. As such they have less mobility (no turbo boost but a one turn shunt) but more shooting (storm bolters and psycannon versus twin-linked bolters and multi-meltas) and better close combat with their power weapons.
I dont think you can count that Valerian, because Blood Angel assault marines come as troops already.

 

We were comparing them to, "Assaut Troops from the vanilla dex," so Blood Angels' were not part of the equation.

 

V

 

Well why not compare them to the army that has the greatest assault marines, instead of the army that will probably never use the ones they've got? That way we get to see how ours really outshine over theirs

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