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Interceptor squads


tochtli

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Okay, spent the weekend reading the new dex, and I must confess to being hugely underwhelmed. Kind of makes me think the design team were told just before lunch to come up with the new codex before 5 pm !

Anyway, sucking it up, again, am I seeing it right, Interceptor squads can no longer deep strike ?

cheers

unsure.png I think

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Do you guys think there is anything to be said for falchion armed interceptors? Of course with the obligatory incinerators tongue.png It seems like you would have a very mobile unit that would be a bane to any infantry. Or would the falchions make them too expensive?

Do you guys think there is anything to be said for falchion armed interceptors? Of course with the obligatory incinerators tongue.png It seems like you would have a very mobile unit that would be a bane to any infantry. Or would the falchions make them too expensive?

I think paying that many points per model for a 3+ save 1A dude just isn't worth it, Incinerators are of course pretty neat on them, but that is all I would take on the squad apart from maybe a teleport homer.

 

Do you guys think there is anything to be said for falchion armed interceptors? Of course with the obligatory incinerators :P It seems like you would have a very mobile unit that would be a bane to any infantry. Or would the falchions make them too expensive?

 

I think paying that many points per model for a 3+ save 1A dude just isn't worth it, Incinerators are of course pretty neat on them, but that is all I would take on the squad apart from maybe a teleport homer.

I agree. They're already pretty expensive, so my plan is to keep them as cheap as possible. Incinerators are an easy choice, especially when you consider their mobility.

 

The only reason I can think to inlcude falchions would be to deter charges, but it seems like kind of waste in an edition that continues to favor shooting.

Falcions make them a viable combat unit. The incinerator is a must, the other two special weapons are unusable on them (yay Salvo!). 

 

The teleport homer on the Justicar is so good now, you can really set up some great Deepstrike assaults by Shunting forwards into a good spot, then bringing on the Termies with pinpoint precision. Just got to keep the Interceptors alive in the meantime. 

Only special CC weapon worth taking with them would be at least 1x with a Daemon Hammer, besides that I keep them with swords. They are too expensive to field with any other weaponry other then Incinerators, as the points could be better used on other units. Teleporter Homers are a great choice for there Justicar, as combining that with Terminators/Paladins makes them much more worth it.

i am also feeling a little iffy on giving these guys weapon upgrades for the masses. to win in the assault, at some point we really need volume of dice, and that volume goes further if it is put into an additional unit instead of stacking each squad to the max, making individual losses hurt tons

okay... So we should tool them like this?

10 Man unit: 

Justicar with Hammer and Teleport Homer

2 incinerators and the rest with swords 

For the total of 280pts

 

Nah, run two seperate units. That way you get another Justicar at no additional cost, and you can stick another hammer with 2A base in for just 10pts more. 

 

okay... So we should tool them like this?

10 Man unit: 

Justicar with Hammer and Teleport Homer

2 incinerators and the rest with swords 

For the total of 280pts

 

Nah, run two seperate units. That way you get another Justicar at no additional cost, and you can stick another hammer with 2A base in for just 10pts more. 

 

So 2 x 5man units

Justicar with hammer and TH

1 Incinerator and swords on the rest.

thats 155pts pr. squad

 

okay... So we should tool them like this?

10 Man unit:

Justicar with Hammer and Teleport Homer

2 incinerators and the rest with swords

For the total of 280pts

 

Nah, run two seperate units. That way you get another Justicar at no additional cost, and you can stick another hammer with 2A base in for just 10pts more.

How do you get another justicar at no additional cost? I thought combat squading just halved your already existing unit? It doesn't say anything about automatically adding another character model. I don't think you'd get another justicar, Especially considering that we pay for them now.

At 155pt per 5man, this config is identical in cost to what I use to pay with Psycannons in the previous Dex. The lose of usable Psycannons doesn't really hamper them, though; it just forces a more aggressive stance with Incinerators.

 

So yes, I too advocate for Swords, Incinerator, TH, 1 Hammer, always MSU.

 

SJ

Something else to note for their combat viability is, as jump infantry, when they use their packs in the assault phase get Hammer of Wrath (which if I understand is affected by Hammerhand for lots of auto hit 2+ wounds) and can re-roll charge ranges.

 

Hammer of Wrath is always on non-modified strength so hammerhand wont make them S6

 

 

Something else to note for their combat viability is, as jump infantry, when they use their packs in the assault phase get Hammer of Wrath (which if I understand is affected by Hammerhand for lots of auto hit 2+ wounds) and can re-roll charge ranges.

Hammer of Wrath is always on non-modified strength so hammerhand wont make them S6

And it is AP -

 

 

Something else to note for their combat viability is, as jump infantry, when they use their packs in the assault phase get Hammer of Wrath (which if I understand is affected by Hammerhand for lots of auto hit 2+ wounds) and can re-roll charge ranges.

Hammer of Wrath is always on non-modified strength so hammerhand wont make them S6

And it is AP -

 

free hits are free! dont knock em, no one else (but the almighty NDK) gets them in our book!

 

 

unless you get that warlord trait...

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