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When rules suddenly click in place


adamv6

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I started playing again at the start of this year after a 15yr break . I had just about got my head around 5th when 6th came out.

 

Its been a great learning curve for me starting again, playing, making mistakes, not learning from the mistakes, finally learning from them and smacking my head against a brick wall in despair, ad infinitum.

 

This evening, I had my eureka moment, followed by that horrible realization I have been being a moron for 7months :D

 

The argument in my head has been "Why would you bother taking Psycannons on Interceptors, as you want your Interceptors always moving?"... I am sure most of you have just facepalmed now, as I did, when I re-read the rules on jumppacks and of course, they make troops relentless...

 

Anybody else got some good examples of my predicament?

Wait wait wait.. you mean my Interceptors now get relentless and can JSJ like a Crisis Suit? *cackles madly all the way to the bank* :) And to think I was building them with a psycannon simply because I think they're awesome, relentless makes this So much better... :devil:
Alright, lets get the mocking out of the way first then :)

Mocking? Who said I was.. um.. yeah.. I was totally mocking.. right.. that's it..

 

*pushes my own Squad Tuuri off to one side to hide the fact that I didn't know that new change either :devil: *

 

edit: I think we're all confused now and need a rulebook to go reference, curse being at work!

Interceptor's are jump infantry, jump infantry do not gain relentless, Jet pack infantry do. Unless I'm missing something here...

 

Yes, you are missing the fact I am still a first grade moron :) ... you are of course entirely correct. I feel my bed calling.

It's actually just a shining example of how irritating some of the rules as written are. Some of them are deliberately confusing as heck and make no sense. As an example in the last edition, Tau Drones acquired the type of their owner, a markerlight drone fired a heavy weapon. So the same markerlight drone issued to a Crisis Suit became relentless (although the Crisis Suit was relentless it could not move and fire heavy weapons due to wording in the Codex) and the same for a Stealth Suit, but the same drone issued to an infantry squad or Broadside Suit squad was not relentless because those units were infantry.

 

The logic behind using a psycannon with Interceptors is mobility breeds better opportunities. That and a psycannon really loses nothing compared to a stormbolter, even on the move. On the move you're going from 2 shots to 2 shots, but upping the strength and getting a better AP, plus rending. If you should so happen to be stationary, you get even more shots. For that unit I view them as "bonus shots if I happen to stand still for some reason" as opposed to "shots lost because I moved" but this may be a trick I can do in my own head or something.

The problem is, just like with Strikes, moving halves your psycannon output. Strikes can get away with camping (they're designed for it in fact, although shooty Henchmen beat them for cost-effectiveness), but Interceptors are a harassment unit. If you're not taking advantage of their massive speed (shunt+jump infantry makes it really hard to hide from them), you might as well just teleport in Strikes (which score by default and are cheaper).

 

That's why I advocate taking incinerators. Now I know, Matt did stupid pricing on them (did a Purgator, I like to say), but they're honestly the best weapon. Few other Knight units find a use for it (its really just Dreadknights), because none of them have the speed of Interceptors.

I definitely see the merit to incinerators on Interceptors, I just don't use the unit as a in-your-face forward assault unit. I use mine as generic backup and troubleshooters. They go where I just need more bodies. My latest plan actually is to combat squad my Strike Squad, with half going forward with an incinerator/halberds and half playing garrison/anti-tank with a psycannon and hammer. They can deep strike which allows me tasty deployment options and are always scoring.

 

The Interceptors will play troubleshooter/move to the hotspot and give me more firepower. Again, I feel just looking at the stats of the weapon that the increased strength, better AP, and rending is worth the points cost of the psycannon. The extra shorts for being stationary is just gravy but not required to make the weapon upgrade cost "worth it" in my mind. Just firing it in assault mode for most if not all of the game has been worthwhile. Again, it's just my own way of looking at it and how you gear your force to work together.

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