L30n1d4s Posted July 2, 2012 Share Posted July 2, 2012 Interceptors were already decent units in 5th edition, but had had some buffs in 6th that make them a bit more likely to be used (i.e. Hammer of Wrath, re-rollable 2D6" charge vic 6" charge) for thier points cost. On the negative side, their Psychic ability, Warp Quake, took a little bit of a hit, since the DS Mishap table is gentler in 6th edition than previously. Overall, one of the biggest limitations on Interceptors was (is) that no ICs could join them who wouldn't take away their mobility, thus they couldn't get buffs from things like Brotherhood Champs "Herald of Titan", Grandmaster's Rad grenades, or even an Inquisitor's Stubborn ability. The Librarian could use Might of Titan, Quicksilver, Sanctuary, and Shrouding to help buff the Interceptors, but all of these required that the Libby be within 12" or less of the Interceptors to use, again hindering their mobility (and, hence, the whole point of taking them). Grand Strategy buffs them some, either making them Scoring, giving them Counter-attack, giving them Scout, or letting them re-roll 1s To Wound. Still, Interceptors were kind of "left to their own devices" in 5th edition. The Psychic Discplines available to GKs in 6th, especially Divination, change this equation a bit. 1- Fire Shield (Pyromancy) gives the target a 4+ cover save and causes any unit who assaults the target unit to take 2D6 S4, AP -, I10 hits. This can really help out the Interceptors in surviving their movement accross the battlefield and even any counter attacks by the enemy. Additionally, Fire Shield can be cast from 24" away, enabling Interceptors to operate independently as the Fast Attack unit they were deisgned to be. 2 - Misfortune (Divination) makes the target enemy unit re-roll all successful saving throws. This has a range of 24" and can really increase the Interceptors' shooting and close-combat abilities. With Psybolts and Psycannons, the Interceptors can put out a high volume of relatively higher stength shots to wound, but MEQs and better armored units will laugh most of these shots off with their Armor Saves. Misfortune causes a lot more of the Interceptors' shooting wounds to become unsaved wounds. For example, say Psybolt Interceptors shoot 20 S5 shots at a MEQ squad. On average, 13-14 shots will hit, causing 8-9 wounds. MEQ armor will reduce this to 2-3 unsaved wounds, but with Misfortune cast on the target, this is increased to an average of 4-5 unsaved wounds. Similarly, in close combat, most NFWs used by Interceptors are AP3 and can be buffed to S5 with Hammerhand, which can really hurt MEQs, but don't do so well against units with strong Invul saves (i.e. Seer Council, Necron Lychguard, Daemons, Tau Battlesuits with Shield Generators, etc.). Say 10 Interceptors assaulted 8 man Biker Seer Council. Normally, Interceptors would get 21 S5 attacks, landing about 10-11 hits, causing about 7 wounds, resulting in 3-4 dead Warlocks after their 4++ invul saves. With Misfortune, that would be increased to 5-6 dead Warlocks, due to them re-rolling successful invul saves. 3 - Forewarning (Divination) gives the unit a 4++ save. Since it can be cast at the beginning of the movement phase, the Interceptors can get this buff, then move (even shunt 30") and still have their 4++ save until the start of the GK player's next player turn. This makes Interceptors MUCH more survivable against low AP weapons (i.e. plasma, MLs, Lance weapons, etc.) and, in close combat, combines with Nemesis Force Swords to give them a 3++ Invul, making them suddenly one of the most surviveable close combat units around (at least until the next GK player turn). 4 - Prescience (Divination) makes the unit re-roll all rolls to hit (shooting and close combat). Again, it can be cast on the Interceptors before they move, letting them get the buff and then reposition themselves accordingly. Obviously, this makes their shooting and close combat much better, taking them from average MEQ statlines (BS4/WS4) and turning them into very deadly shooters (better chance to hit than a BS5 model) and brawlers (75% chance to hit in CC against most targets, vice the 66% chance to hit in CC that most WS5+ units have). As you can see, while not being game breaking, the new Psychic Disciplines can really amp up the utility of Interceptor squads and compliment their mobility and versatility very well in 6th edition. Link to comment https://bolterandchainsword.com/topic/255285-interceptors-and-psychic-disciplines/ Share on other sites More sharing options...
shortysl Posted July 2, 2012 Share Posted July 2, 2012 Er, ok. Only just come back to this topic and I've got NO idea what was going on with that post! Link to comment https://bolterandchainsword.com/topic/255285-interceptors-and-psychic-disciplines/#findComment-3106030 Share on other sites More sharing options...
L30n1d4s Posted July 2, 2012 Author Share Posted July 2, 2012 Interceptors were already decent units in 5th edition, but had had some buffs in 6th that make them a bit more likely to be used (i.e. Hammer of Wrath, re-rollable 2D6" charge vic 6" charge) for thier points cost. On the negative side, their Psychic ability, Warp Quake, took a little bit of a hit, since the DS Mishap table is gentler in 6th edition than previously. Overall, one of the biggest limitations on Interceptors was (is) that no ICs could join them who wouldn't take away their mobility, thus they couldn't get buffs from things like Brotherhood Champs "Herald of Titan", Grandmaster's Rad grenades, or even an Inquisitor's Stubborn ability. The Librarian could use Might of Titan, Quicksilver, Sanctuary, and Shrouding to help buff the Interceptors, but all of these required that the Libby be within 12" or less of the Interceptors to use, again hindering their mobility (and, hence, the whole point of taking them). Grand Strategy buffs them some, either making them Scoring, giving them Coun ????????? Link to comment https://bolterandchainsword.com/topic/255285-interceptors-and-psychic-disciplines/#findComment-3106087 Share on other sites More sharing options...
nurglez Posted July 2, 2012 Share Posted July 2, 2012 Only downside to that, is that you need a psyker to buff them, which is either an inquisitor or a libby. Libby with psychic level 3 can end up getting costly, and you give up access to the grey knight spells. Inquisitor only gets 1 roll on it, unless you take Coteaz. I really want to try out the new spells, the buffing ones do look funky, and I like the idea of interceptors, though I'm unlikely to use them (I use paladins). Link to comment https://bolterandchainsword.com/topic/255285-interceptors-and-psychic-disciplines/#findComment-3106109 Share on other sites More sharing options...
thade Posted July 2, 2012 Share Posted July 2, 2012 You know...I really really don't mean any offense by this, but from what you're saying, Leonidas, I get the impression that you are not using Interceptors properly. I may misunderstand, but hear me out. Interceptors are like expensive Assault Marines: best viewed, really, as Vanguard Marines with extremely high mobility and extremely effective shooting. Assault Marines are best used hanging out with/by/behind your gun-line (or with a tactical squad). The moment you send them off on their own, galavanting across the field all by themselves, they are as good as dead. However, they are both a strong deterrent and excellent skirmishers. Because of their extreme movement, they can very easily support two or even three Tac Squads - covering most of a table quarter - offering both their additional fire for support, as well as a counter/flank charge. Assault Marines on the charge alone are good. Tacticals on the charge alone are mediocre. Both units together on the charge are very good, and this is relatively easy to manage thanks to their jump packs. Now, replace the terms "Assault Marines" with "Interceptors" and "Tac Squads" with "Strike Squads". Blammo. Whereas Assault Marines fire at 12", Interceptors fire at a whopping 24"...so they can offer firing support to two table quadrants...and that's discounting their once-a-game Shunt move. Use them strictly as support and never as solo-strikers and they will work wonders. Strikes charging in are good. Interceptors charging in are good. Strikes and Interceptors double-teaming something? :) And, again, it's easy to manage because of their teleporters. Now, with that information in mind, certainly any buff spells will help them. <3 EDIT: Typo. I really need to stop using Fast Reply. Link to comment https://bolterandchainsword.com/topic/255285-interceptors-and-psychic-disciplines/#findComment-3106395 Share on other sites More sharing options...
Reclusiarch Darius Posted July 3, 2012 Share Posted July 3, 2012 Good analysis. One thing to remember though, the likelyhood of getting Fire Shield is pretty low, even if you only roll for Pryomancy on say Coteaz or a Libby. Interceptors also got a bit of a leg up, with the new missions. One of them counts all FA as scoring as well as Troops, so the more Ravens and Interceptors in that mission, the better ('Linebreaker' is the other one, counting Heavy Support as scoring, which is like a free 'Grand Strategy' for our already awesome PsyDreads). The problem of course is cost. Given that our Terminator Troops are so important now (we can freely mix hammers and halberds, Bro Banner, Relentless psycannon, huge presence when spread out), and Purifiers only got more silly (the 'Foreboding' power on them or Terminators is just brutal for enemy assault troops), there isn't a lot of points left over for them. Purifiers might be slower, but they can hug cover in the mid-field ('Shrouding' is now such an important buff, as are Tech-Marines reinforcing rubble), and their combat potential is higher (they shoot harder and fight harder in melee). That said, I like Interceptors for disruption. A small unit with a Justicar hammer and an incinerator is really annoying for the enemy, especially if you can Shunt to a good LOS blocking spot on Turn 1. Link to comment https://bolterandchainsword.com/topic/255285-interceptors-and-psychic-disciplines/#findComment-3106525 Share on other sites More sharing options...
thade Posted July 3, 2012 Share Posted July 3, 2012 That said, I like Interceptors for disruption. A small unit with a Justicar hammer and an incinerator is really annoying for the enemy, especially if you can Shunt to a good LOS blocking spot on Turn 1. I hate to sound negative, but shunting only to block LOS with five to seven lone infantry models is like asking for a dead unit...especially in an edition where every marine army can shoot at 24" in the move. :D Link to comment https://bolterandchainsword.com/topic/255285-interceptors-and-psychic-disciplines/#findComment-3106560 Share on other sites More sharing options...
Reclusiarch Darius Posted July 3, 2012 Share Posted July 3, 2012 I hate to sound negative, but shunting only to block LOS with five to seven lone infantry models is like asking for a dead unit...especially in an edition where every marine army can shoot at 24" in the move. ;) Cheer up, its not all bad. Remember, if they are wasting time getting rid of Interceptors, they aren't shooting other things. If you keep your Interceptor small and cheap, the amount of effort to get rid of them (as the Justicar can survive thanks to 'Look Out Sir!') will work in your favour. Random bolter/lasguns don't kill Marines, you need to bring serious dakka or AP3 etc. You'd be surprised how easy it is to hide 5 manz. Then again, I play on urban boards a lot (neither me or my regular opponents like Planet Bowling Ball type boards, they just unbalance shooting power). YMMV. Taking a huge 10-man unit loaded up with psycannons, psybolts, nemesis upgrades etc is the definition of a bad trade. If you want a durable assault unit, go Terminators. If you want a shooty unit that can hack things apart, mechanise Purifiers. Interceptors only really offer mobility. Link to comment https://bolterandchainsword.com/topic/255285-interceptors-and-psychic-disciplines/#findComment-3106817 Share on other sites More sharing options...
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