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Psybolts on Interceptor Squads


Cmdr Shepard

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I plan to include a 10 men Interceptor squad with two incinerators in the list I'm building: they should support the 3 DK with teleport.

 

Do you think Psyblots is an unseful upgrade for them?

I already gave psybolts to the 10 men TDA unit where I'll put my TDA Inquisitor with Divination and I wonder if Interceptors could find psybolts tactically useful.

 

Thanks for your assistance, Battle Brothers.

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I think it depends on their armaments. in the case of incinerators, I would say no, as the roamers are he main players. Shouldn't spend too many points on a suicide unit IMO.

 

I plan to use the interceptor in supporting the 3 DK. That means they will be very close.

The unit is 300 pts with psybolts, expesinve as you mentioned, but they are expensive anyway.

I decided the use incinerators because since they are always on the move they will just fire 4 psycannon shots (2 per psycannon).

With Incinerators they can support the DK before the MCs charge or use the incinerators if charged.

 

Now that you make me think about it does not sounds an "unstoppable plan"... :lol:

I plan to use the interceptor in supporting the 3 DK. That means they will be very close.

Why do you see these two ideas as being necessarily linked? Storm bolters and Psycannons have a 24" range, so if that's what they're packing, they can keep their distance laying down support fire, leveraging their superior mobility to be where you need them (and out of harm's way while your opponent tangled with the DKs).

 

Sure, it's better they die than your Troop/Scoring choices, but if they don't have to die, why let them?

 

You could go very light on upgrades for them and just go with Storm Bolters and maybe a Warding Stave on the Justicar (so they can tie up a charge to buy a DK time to eat another unit). Give them maybe one Psycannon or one Incinerator...or one of each...as it's just as nice as having a similar loadout on Space Marine tac squads or assault marines. If you give them four Incinerators, they basically have to get into point blank to serve any use at all...but if they have only one, all those storm bolters are still useful, and they still have a template if and when they do get close.

I basically agree with Thade. If you put Incinerators on them, you need to get up right in someone's face, which means you will die immediately thereafter. That's just how it goes. And the incinerators will be the first to die, since they'll have to be in front.

 

On the other hand, Psycannons let you maneuver around that 22-24" sweet spot (now with pre-measuring!) and basically not be subject to counter-assaults or rapid-fire. That makes a HUGE difference in terms of how long the Interceptors will last, and lets you keep pumping bullets into enemies all game long.

 

If you go the psycannon route, psybolts are 100% worth taking. In fact, at 20pts, I think they're a bargain! S4 bolters are a nuisance, and might kill a couple guys; S5 bolters en masse is a whole other story.

 

If you do go the incinerator route, I'd honestly recommend not taking the psybolts, or any other upgrades. Just split into 2 combat squads, hold back behind cover until a unit is exposed, and Shunt 1 or both squads forward to blast it. This is absolutely a suicide tactic, but you might do enough damage to make it worthwhile. Personally, not the route I'd go, but you should do whatever works for you.

Couple of points I've noticed that merit a comment. Firstly, interceptors can only take 1 special weapon per 5 men, so four incinerators are not an option. If you put two incinerators on them, the cost of the squad without psybolts or any weapons upgrades is 300. Psybolts takes it to 320pts, and that's before a hammer or halberd on the justicar, not to mention other knights. Originally I was very much in favour of this unit (heck, I even wanted to add falchions to the guys without incinerators when the codex first came out), but then I realised they end up costing practically as much as terminators, yet die like normal strike knights.

 

A five man squad with no upgrades bar an incinerator (and maybe a hammer) is all you need if you want a suicide unit. If you want your interceptors to actually perform in games, go for 10 men with 2 psycannons and psybolts will give you more bang for your buck. Season with the nemesis weapon of your choice on the justicar (I was originally in favour of a hammer, but now see halberds as great for challenges).

Historically I've always used interceptors to be at 18"-24" to annoy my opponent. If taking psycannons x2 I will always keep distance and buy the psybolt upgrade for a 10 man squad this allows me to pack the most punch. The shunt move can be used with this unit to devestating effect. Be sure to enjoy...

 

• laying waste to ANY rear armour.

• say goodbye to those devestators hugging the back edge.

• say hello to punnishing any t3 as5 troop choice.

 

The other favourite interceptior combo is the kamakaze burnination squad including a ten man squad with two incinerators and no psybolt upgrade. I won't take the upgrade here for the reason of being up close and person al from the off. As we want to be getting in asap as close as possible, we won't be remaining snooty long enough to make those 20pts really count. Chances are we will be in close combat on turn two and likely to get a battering. This squad is great for dividing into 2 for troop elimination in the early game. Shunt the two teams up the board for.

 

• erasing that objective hugging demos scum.

• shanking that pesky sniper unit.

• forcing units out of cover.

 

I love interceptors. Most annoying Gk unit, totally vex your opponent today!

I still think using any unit as a "suicide unit" is a waste of points; I would use Interceptors the same way I use a jump team with my marines. They hover nearby (and behind) a flank and can very easily get in to position to dive in and support when the tacs need help. The differences are huge and very nice: Interceptors have 24" range and thus can chip in anti-infantry support fire where you need it. And they all have NFW, so if they do jump into tango (along side a Strike squad or whatever needs their help) they are going to hit hard.

 

If you give them Incinerators, I still would never dive them in to hit something and die. I'd keep them with a Strike Squad or some Terminators or anything, really; buddy them up. If another of your units needs a buddy all of a sudden, well that's what Shunt is really for. <3

I plan to use the interceptor in supporting the 3 DK. That means they will be very close.

Why do you see these two ideas as being necessarily linked? Storm bolters and Psycannons have a 24" range, so if that's what they're packing, they can keep their distance laying down support fire, leveraging their superior mobility to be where you need them (and out of harm's way while your opponent tangled with the DKs).

 

Sure, it's better they die than your Troop/Scoring choices, but if they don't have to die, why let them?

 

You could go very light on upgrades for them and just go with Storm Bolters and maybe a Warding Stave on the Justicar (so they can tie up a charge to buy a DK time to eat another unit). Give them maybe one Psycannon or one Incinerator...or one of each...as it's just as nice as having a similar loadout on Space Marine tac squads or assault marines. If you give them four Incinerators, they basically have to get into point blank to serve any use at all...but if they have only one, all those storm bolters are still useful, and they still have a template if and when they do get close.

 

If I'm not mistaken they can take only 2 special weapons.

 

Anyway when I said close I meant close to the DKs ;)

So if I give them psycannons (which was my original idea before I start reading how good incinerators can be) will psybolts be useful?

 

I didn't plan to use them as suicide units but just to annoy, as Falstaff said, the opponent while my DKs march toward his lines.

 

I suppose I'll go back to the "old fashioned ways", then (namely psycannons).

 

Just going a little of topic: I wondering if fielding standard strike squads instead could be better. I'll have more models on the table....

Commander Shepard is probably right, pagk may do the same job here at reduced price. However there is a psychological element to interceptors that makes your opponent fear 'ceptors more. Interceptors are pesky and do give you better options and mobility. But there's a lot to be said for standard gk to be used.
Commander Shepard is probably right, pagk may do the same job here at reduced price. However there is a psychological element to interceptors that makes your opponent fear 'ceptors more. Interceptors are pesky and do give you better options and mobility. But there's a lot to be said for standard gk to be used.

 

That was exactly my thoght but since I have already 3 teleporting DKs I suppose the will create the psychological effect you mentioned.

For 300 points I can field a 10 men Stike Squad(2xpsycannons and 1 hammer) and I'll have the points for adding 3 more PAGK to another unit.

I also have a 10 men TDA unit with TDA inquisitor moving behind DKs. I think my opponent will face tough decision anyway.

A solid core of Strike Squads may help me better than interceptors. They can also provide the same "Deep Strike Defence" and since there will be more of them, they will cover a larger area.

 

My opponent will focus fire on DKs anyway, so more bodies (and more psycannons) on the field may be a good idea.

I like interceptros with psybolts, yeah, they're kinda fragile and expensive, at about 31 points each, with 2 psycannons and a hammer, psybolts, they're great.

 

I routinely use strikes outfitted this way, they're 60 pints cheaper, but the firepower from that 10 man unit is pretty intense... put them in front of the dreadknights if you don't wnat your giant monsters getting charged, the overwatch from the interceptors shoudl be enough to dissuade most opponnents. if it were possible to have a character with a personal teleporter tlife would be grand, ah well.

 

In short, Psybolts +2 Psycannon = good unit.

I use my GKIS is high mobility firebases, jumping (or shunting) them into good positions for supporting my GKT and/or claiming objectives. The only time I seek out CC with them is if they are the best place unit to "hammer" a vehicle, or I need them to intercept an enemy unit I'm about to break (ie, moving the GKIS between a unit locked in CC and the enemy's table edge). Pretty much only run them with 2 psycannons and 2 hammers, the rest stock, and most of the time I combat squad them for extra flexibility. They will almost always stay at range (18"-24" if I can help it).

 

SJ

Just going a little of topic: I wondering if fielding standard strike squads instead could be better. I'll have more models on the table....

 

I'd only look at Interceptors after I'd filled all my troop slots, so up untill then I'd field Strikes.

I would never field foot Strikes though, always mechanised.

If I take Interceptors, I take the 10 man squad with 2 psycannons and psybolt ammo, and a halberd or hammer for the Justicar if I can spare the points. I never take the incinerators as I find it turns them in even more expensive suicide squads. With 6th's pre-measuring you can easily keep them on their 24" sweet spot, staying out of assault ranges and rapid fire range of most units. And with dangerous terrain tests now allowing armour saves, you only have a 1 in 18 chance per model of losing it, so you can teleport into terrain relatively safely, such as to the upper levels of a ruin to gain a better vantage point or shake off a would-be assaulter.

 

I decided the use incinerators because since they are always on the move they will just fire 4 psycannon shots (2 per psycannon).

 

Note that you can still fire all 4 psycannon shots if you Snapfire, such as firing Overwatch, when Pinned/Gone to Ground or when shooting at Flyers. With 8 S7 and 16 S5 shots, you're not half bad at shooting at the lower AV fliers. Of course the same goes for other PAGK squads with psycannons.

I just used a 10 men intercpetors with 2 Psycannons, Halberd on Justicar, hammer and psybolts.

I have to say they were good. They didn't a lot of thinks because DKs were leading the show but their suppression fire was very useful. I kept them at about 18"/23" and they served me well.

 

I played against a BA list with Astorath, DC, DC Dreads and Vanguard Veterans (not very competitive, perhaps :) ) and interceptors were an useful support unit.

 

I agree they are better when they are kept away from CC range and thus made psycannons more useful then incinerators.

 

DKs were amazing, but that's another story, for another topic :)

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