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Any one use Interceptors and yes what configuration


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It's just a little painful that they only have 1 attack each.... I miss the days of C: Deamonhunters where True Grit gave all of our guys an extra attack with our storm bolters

We'd be absurdly overpowered if that was still a thing. Also, falchions would be totally useless, instead of just mostly tongue.png
Obviously it's a ploy to force us to buy all new models with falcions

Doesn't seem to have worked lol, they overpriced falchions on every unit and also made them bad with the FAQ
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.

I don't even use Strikes, I'm just making a point about usage and roles. If you're using Mordrak then yeah Interceptors are able to position with him. On the other hand, so can Dreadknights, who also benefit from a 2+ armour save, higher Toughness, and unmatched melee capacity. If you want to support Mordrak and shove threats equally annoying to the enemy into position with him, I'd take DK's over Interceptors.

Interceptors are just so much better in melee now. S6 is huge, especially when you can turn on force as well if need be. Nothing is safe unless its in 2+ armour, which you can easily avoid/leave to other units in the army to deal with. Devastators, Havoks, Lootaz, IG heavy weapons, artillery, long-range vehicles...they all would hate Interceptors in melee. At range, 4x psycannon shots is a threat but of nowhere near the same magnitude. I just feel incinerators fit the role of the unit better and are less affected by the Interceptors need to move constantly (otherwise, as my point with Strikes was making, you're wasting their superior mobility).

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...

Quite honestly, Daemons don't worry me. I know you can stack Tzeentch Heralds and other such shenanigans, but we curbstomp Daemons in so many ways. Ward gets a lot of hate, but you cannot fault his design work in our codex. Even with our unique powers gone (and arguably better ones now available, barring a few exceptions), our units hard-counter every trick Daemons wanna pull, and you don't need to tailor at all against them. Like I mentioned earlier, DK's are a lot scarier than Interceptors in the same role (you just have to avoid getting tarpitted).

If they had the +2A they really should, I'd buy them at thier current price.

 

 

TBH if they gave +2A they'd be better than everything except nemesis hammers. Especially back when we had access to 'Quicksilver'. Even now, Interceptors, Terminators and Purifiers would be insanely potent if falchions worked that way. 

RD unfortunately you mentioned using S6 and Force on the same turn. The psychic phas restricts a psyker to a number of powers equal to his mastery level , in this case Interceptors are Mastery Level 1 so they can only use one power per turn. Unfortunately as we do not have the ability to make an Interceptor Character using the 30" shunt using one power per turn is something we are stuck with :-(

RD unfortunately you mentioned using S6 and Force on the same turn. The psychic phas restricts a psyker to a number of powers equal to his mastery level , in this case Interceptors are Mastery Level 1 so they can only use one power per turn. Unfortunately as we do not have the ability to make an Interceptor Character using the 30" shunt using one power per turn is something we are stuck with :-(

 

You're thinking of 6th edition. In 7th, you can cast as many power as you know (ie one of each power you know per psyker), provided you have enough warp charge dice to successfully cast them. So yes, if you throw enough warp charges at it, you can have S6 and Force activate in the same psychic phase. 

Why hello, my name is Severin Loth.

 

I know *everything* and am backed by 42 seperate single Psyker Warbands (with 2 Warrior Bodyguard.  18 points a Warp Charge).

 

I will get to cast *everything*.

 

And still give myself a 2++ Save.

 

Deny that! :P

At +2 Attacks I wouldn't spam Falchions, as I still really like the I6 Halberds, and I need some Hammers in units for vehicles and high-T adversaries, but at least then I would consider sprinkling a few in the units in my army. As it is, though, I include them like I do Psilencers - which is to say, never, ever.

 

V

Could some one confirm for this uninitiated neophyte that...

 

Hammer - In 1, St 8

Halberds - In 6, St as per wielder

Sword - +1 to inv save

Falchions - +2 A

 

Makes it a little harder to decide how to kit all PAGK out.

Falchions are *probably* +1A.  They are a Pair of CCW (which should give +1A) that have the special property of giving +1A.

 

The last FAQ said +1A in total, *not* +2A.

 

At +1A, no one takes them...

 

 

 

As it is, though, I include them like I do Psilencers - which is to say, never, ever.

 

:D

Makes it a little harder to decide how to kit all PAGK out.

 

 

It depends entirely on the squad dude, as each has different roles and most have different nemesis upgrade costs;
 
Purifiers want halberds for sure (on the non-psycannon dudes) and on their Flame Knight. I still mix in a squad hammer now and again as an insurance policy. 
Strikes are unlikely to win most melee fights (even with new 'Hammerhand' they don't have enough attacks), and their strength is shooting. Psybolt upgrade is a far better investment than nemesis upgrades. Some take a hammer or halberd on the Justicar, I've never seen the need. 
Terminators get everything except falchions as a free swap. That said, like Purifiers, halberds are an amazing choice, although you need a squad hammer or two so you can win fights against other TDA units (who invariably pack powerfists etc). I usually put the hammer on the psycannon models, as they're at the back of the unit usually. 
Interceptors are quite expensive base, so many would leave them with swords and focus on either incinerator or psycannon upgrades. If you do want melee capacity though, halberds are scary good. 
Purgators should never ever be in melee, don't do it. Hammer on the Justicar if you have points to spend, otherwise don't bother. 
 
Falchions are unlikely to be +2A total. GW will fix it in the next update :(

I have just read the latest FAQ and it does not mention them. 

 

So, GK with Nemesis Force Falchions. +1 A (for the Falchion Special Rule) and +1 A (for having 2 close combat weapons)

 

Thats how I read it, I will scrutinise the codex when I get home.

 

Interceptors x 10, with 2 PsiCannons, a Hammer/SB, 3 Falchions and 4 Halberd/SB.

 

Lots of shooting pain and lots of CC pain. 8 Halberd attacks at Initiative 6, 12 Falchion attacks and 4 normal attacks at Initiative 4 and 2 big attacks at Initiative 1.

 

Thats a lot of power weapon attacks, or if activated, an awful lot of dead Deamons.

Falchions are *probably* +1A. They are a Pair of CCW (which should give +1A) that have the special property of giving +1A.

The last FAQ said +1A in total, *not* +2A.

At +1A, no one takes them...

As it is, though, I include them like I do Psilencers - which is to say, never, ever.

biggrin.png

I don't know. If they're omitted from the FAQ then perhaps GW are doing something to correct their cost/usefulness, by not doing something about their rule. It could be wishful thinking on my part that perhaps GW have just thrown out the rule book and said "sure, why not" but I'm embracing the optimistic side in me.

RD unfortunately I am not thinking of Sixth. Top right paragraph of Page 22 7th Ed rule book states that you use your mastery level to work out how many powers you can cast. PM Lvl 1 can only cast one power. 

 

Exact wording is "The number of psychic powers a psyker can use each turn is worked put by his mastery level."

Yup.  That's because his mastery level gives him the Warp Charges to power all his powers.  And the number of Warp Charges is worked out using the Psykers PML.

 

No where is the PML used a limit.

 

Only Warp Charge amounts.

"Depends on" does not necessarily mean "equals."  As GML just provided, the PML affect available Warp Charges, and what a Psyker can cast depends on both 1) what powers he knows, and 2) how much Warp Charge is available in a given Psychic phase.

 

V

I would love to agree with you GML but the rule is pretty much clear. The number of powers he can use is worked out by his PML. Not the number of warp charges he generates but the number of powers he may use.

 

No where does it say that a Psyker can use unlimited number of powers.  There is no reference to the words depends on or equals but simply the "the number of powers a psyker may use is worked out by his mastery level."  That is 100% clear - a psyker may use a number of powers worked out by his mastery level. There is no way for this to be misconstrued. 

I agree with Sigvard. The number of powers won't depend on the psykers mastery level if he could simply use a power providing there were enough warp charges. Not only do you roll a random number of extra charges but the combined power of all your psykers would depend on how many one psyker could use, regardless of whether or not he is PML1 or PML3. It would also depend on how many warp charges remain, not the psychic mastery level. Sure a higher master level gives you more charges, but if you only spend one warp charge to cast each spell then you could be putting out more than a PML3 who uses 2 each and rolled poorly for their warp charge pool.

 

I don't know if its been FAQ'd but the wording was "The number of powers a psyker may use depends on his mastery level."

I'm pretty sure it actually does say a Psyker can use an umlimited number of power.

 

Depending on two factors;

 

1) Can't cast the same power more than once.

2) Has enough Warp Charges.

 

 

If there's any rule to limit the number of powers a Psyker can use, apart from those two mechanical restricitons, I'd love to be corrected! :)

 

(As said, the PML does work out how many powers you can use.  Random dice aside, if you're a PML! Psyker you get 1 WC.  And therefore can't use two WC1 Powers in the Psychic Phase.)

Most ML1 Psykers have 2 powers, the one they roll for and the Primis from Psychic Focus. Some ML1 Psykers have 3 power, if they have a Force Weapon. Pretty much all ML3 Psykers have 4-5 powers to spend Warp Charges on.

 

In the end, we are going to blow Warp Charges on 2-3 Psykers per turn, due to the low chance of success on a 4+ requiring multiple dice just to guarantee a success.

 

SJ

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