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Any one use Interceptors and yes what configuration


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Hi

Hopefully you guys can help.

 

Been wondering about adding some more speed to my army with some interceptors, and was wondering what configurations others use, with what i assume to include one hammer to take out any tanks etc.

 

I know its probably better potentially to use tanks due to greater survivability now and normal grey knights or most likely terminators,  and not one trick ponies so to speak like the inceptors.

I've been using Interceptors since 5th, same configuration: 10man squad, 2 Psycannons, 2 Hammers, Psybolts. Works great, can be combat squaded for flexibility, and can deal with most threats. I do not use them as Assault Marines, for me they are a highly mobile firebase and clean-up crew that can grab objectives as needed.

 

SJ

One thing I've learned: never battlesquad interceptors. Unlike termies that are resilients, purifiers that can make powerful firebases (4 psycannons and one "with an IC assault squad") or even GKSS that can make backfield objective holders, GKIC squads of 5 just seem too fragile or lack hitting power.

So, 10 with 2 x PsiCannon, 2 x Hammer and 6 Halberds. Psibolts for extra killing power.

 

12" move, lots of shooty death and Hammers for killing any vehicle stupid enough to get in range.

 

 

I am seeing a lot of talk about this 2 x Cannon, 2 x Hammers and Halberds for every one else, is this the best all round load out?

10 men with 2 incinerators, hammer, stave, justicar with M'C' halberd, 5 falchions and psybolt ammo

1: Nobody likes charging incinerators.

2: The 5 falchion dudes look awesome (even with my painting lol)

3: 30 inch shunt (it's saved my bacon a couple of times late game).

10 interceptors: justicar w/ halberd, a hammer, and then two psycannons or incinerators. And psybolt if you have the extra points.

 

Halberd helps out challenges and hammer is there incase you really need to threaten a vehicle, dread, or mc. I personally don't think halberds for everyone is worth it, but I've heard of people using it to good effect, it's more just preference for me

Is it me, or did Interceptors become a big winner in 7e? In 5e and 6e, they really weren't viable as an assault unit (not enough attacks), so most used them as a mobile fire-base only. However, now with all units Scoring, and the new improved Hammerhand, these guys can really put the hurt on many units in the game. If you take a Grand Master, you can even give them (and maybe a couple of other units) the Hammer of Righteousness, which allows re-rolls of 1 rolls to-Wound for the entire game.

 

V

Is it me, or did Interceptors become a big winner in 7e? Maybe, but Most Likely Not. In 5e and 6e, they really weren't viable as an assault unit (not enough attacks), so most used them as a mobile fire-base only. However, now with all units Scoring, and the new improved Hammerhand, these guys can really put the hurt on many units in the game. If you take a Grand Master, you can even give them (and maybe a couple of other units) the Hammer of Righteousness, which allows re-rolls of 1 rolls to-Wound for the entire game.

 

Eh, re-rolls is nice, but TBH I'd rather give them 'Objective Secured' or Scout/Outflank. Scouting Interceptors is scary fast, as are Outflanking ones. 

Is it me, or did Interceptors become a big winner in 7e? In 5e and 6e, they really weren't viable as an assault unit (not enough attacks), so most used them as a mobile fire-base only. However, now with all units Scoring, and the new improved Hammerhand, these guys can really put the hurt on many units in the game. If you take a Grand Master, you can even give them (and maybe a couple of other units) the Hammer of Righteousness, which allows re-rolls of 1 rolls to-Wound for the entire game.

 

V

A GKGM is not jump infantry so would hold them back from doing what they do best. You could take a GKGM with interceptors for deepstriking but our strikes can do that for cheaper (and super score).

I've been using Interceptors since 5th, same configuration: 10man squad, 2 Psycannons, 2 Hammers, Psybolts. Works great, can be combat squaded for flexibility, and can deal with most threats. I do not use them as Assault Marines, for me they are a highly mobile firebase and clean-up crew that can grab objectives as needed.

 

SJ

 

I play Blood Angels, and let me tell you, I would give your left arm for my assault squads to have the option to take two salvo weapons with 24'' range. Sometimes I use my assault squads similarly with two plasma guns, but I would much rather four 7/4 Rending shots (with the option to make it eight) by standing still) than only two 7/2 shots. Mobile firebases for harassing the enemy flank are awesome.

I've been using Interceptors since 5th, same configuration: 10man squad, 2 Psycannons, 2 Hammers, Psybolts. Works great, can be combat squaded for flexibility, and can deal with most threats. I do not use them as Assault Marines, for me they are a highly mobile firebase and clean-up crew that can grab objectives as needed.

SJ

I play Blood Angels, and let me tell you, I would give your left arm for my assault squads to have the option to take two salvo weapons with 24'' range. Sometimes I use my assault squads similarly with two plasma guns, but I would much rather four 7/4 Rending shots (with the option to make it eight) by standing still) than only two 7/2 shots. Mobile firebases for harassing the enemy flank are awesome.

Sold, I will take a 10 man squad. tongue.png

 

Is it me, or did Interceptors become a big winner in 7e? In 5e and 6e, they really weren't viable as an assault unit (not enough attacks), so most used them as a mobile fire-base only. However, now with all units Scoring, and the new improved Hammerhand, these guys can really put the hurt on many units in the game. If you take a Grand Master, you can even give them (and maybe a couple of other units) the Hammer of Righteousness, which allows re-rolls of 1 rolls to-Wound for the entire game.

 

V

A GKGM is not jump infantry so would hold them back from doing what they do best. You could take a GKGM with interceptors for deepstriking but our strikes can do that for cheaper (and super score).

 

 

Taking a Grand Master in the army (to enable the Grand Strategy); I didn't say anything about attaching the Grand Master to them.

 

 

Is it me, or did Interceptors become a big winner in 7e? Maybe, but Most Likely Not. In 5e and 6e, they really weren't viable as an assault unit (not enough attacks), so most used them as a mobile fire-base only. However, now with all units Scoring, and the new improved Hammerhand, these guys can really put the hurt on many units in the game. If you take a Grand Master, you can even give them (and maybe a couple of other units) the Hammer of Righteousness, which allows re-rolls of 1 rolls to-Wound for the entire game.

 

Eh, re-rolls is nice, but TBH I'd rather give them 'Objective Secured' or Scout/Outflank. Scouting Interceptors is scary fast, as are Outflanking ones. 

 

 

Agreed that Objective Secured is still nice, but I don't think Scouting/Outflanking Interceptors is particularly impressive, since they're still prevented from assaulting Turn 1 (rules for Scout), or the turn they arrive from Reserves during an Outflank (rules for Reserves).  Given those restrictions, giving them Spear of Light doesn't do anything for them that they wouldn't already get from their Personal Teleporters, via either Deep Strike or Shunting, or just regular Jump Infantry movement.

You misunderstand me. My Interceptors bounce to a far objective and sit on it, blasting anything that gets within 24". Or they bounce behing vehicles, the light up rear armor and/or tap it to death. Or they bounce behind an enemy unit in combat with my GKT, to destroy the baddies when they break. What they do not to is walk down the table blazing away with half-shot Psycannons.

 

SJ

You misunderstand me. My Interceptors bounce to a far objective and sit on it, blasting anything that gets within 24". Or they bounce behing vehicles, the light up rear armor and/or tap it to death. Or they bounce behind an enemy unit in combat with my GKT, to destroy the baddies when they break. What they do not to is walk down the table blazing away with half-shot Psycannons.

 

You might as well use Strikes then, if all you want is a firebase. Interceptors pay a huge premium for their speed, its a waste not to use it. Hence why (despite the absurd cost GW have made them) incinerators are the best choice for their role, as half-shot psycannons are a bit meh (4 shot mode is a lot scarier). Purifier squads out of a Raven or even Terminators are a more cost-effective choice if you just want guns from a key position. 

Lol I wouldn't talk about cost effective guns and raven/LR in the same sentence. interceptors can be amazing fire bases as long as you keep them at arms length where gk really shine, 12-24 inches of farther if against tau. Sure they are a little more expensive but they can move much easier and get a guaranteed charge for that price

 

And supporting a Dk with them is amazing if your opponent can't wipe both units in 1 turn easily

Psycannons can shoot flyers, and can pen AV14, two things Incinerators cannot do. Also, Psycannons can shoot at targets further than template range, if Torrent is not available. The only things Incinerators do better are Overwatch and flaming open top vehicles. Psycannons can even put out more wounds on embarked units in buildings then Incinerators can. All in all, if you want a flexible weapon for flexible tactics, the Psycannon is the better buy. Incinerators require you to select for Assault rather than choose to Assault or not as needed. I'd rather not have my choices dictated to me by my weapon selection.

 

SJ

Psycannons can shoot flyers, and can pen AV14, two things Incinerators cannot do. Also, Psycannons can shoot at targets further than template range, if Torrent is not available. The only things Incinerators do better are Overwatch and flaming open top vehicles. Psycannons can even put out more wounds on embarked units in buildings then Incinerators can. All in all, if you want a flexible weapon for flexible tactics, the Psycannon is the better buy. Incinerators require you to select for Assault rather than choose to Assault or not as needed. I'd rather not have my choices dictated to me by my weapon selection.

 

Yeah I know its a good gun, my point is paying over 250 points and only generating 4 shots per turn (unless you camp, in which case you're overpriced Strike Knights) is a waste of potential. I'd rather be flaming and charging infantry, which is where Interceptors shine over our other choices (they're very fast, can Shunt, and with 'Hammerhand' they'll clean up most things in melee with no other buffs). I don't need Interceptors to do any of the things you list, I just need them for cleaning out backfield artillery and shooty squads. I have Purifiers for psycannon spam, they do it a lot better and like camping far more (I rarely charge them). 

RD, Strikes can it shunt 30" to grab an out of way objective, or line break without Scout, or arrive behind enemy line without Deep Striking. Yes, I could DS my Strike, which I do, but ai DS them without scatter as reenforcements for my Mordrak bomb. I see you run you Interceptors as Assault Marines. Well, I run mine as Interceptors.

 

SJ

From the the latest batreps I've read, Interceptors are MAGICAL for shutting down Daemon Factory lists.  Turn 1, Shunt, cast Banishment get in those daemons's face with psybolt and psycannon fire (I personally think an Incinerator would work better), concentrating on the units with higher master levels.  Then, turn 2, your Termies deepstrike in to support them...

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