Jump to content

How are inceptors in blood Angel's armies


CptSlambo

Recommended Posts

Hello there been playing blood Angel's for awhile now. I generally try to play very aggressive in your face lists so I like jump packs. Plus it goes with their fluff which I'm more a fluff player. So I'm curious are inceptors worth adding to my army they dont move as far and I cant really see a reason you would ever want to get them into combat besides that mortal wound rule but it's only on 6s. Any feedback would.be much appreciated.

I love my Bolter Inceptors and plan to get some Plasma Inceptors eventually as well. However they rarely survive longer than one turn unless I'm dominating. A mobile unit with two Heavy Bolters per model? You bet your ass your opponent is going to focus them down asap as long as he has infantry on the board.

I tried mine with the squad that came with Dark Imperium and I have never regretted taking them. The bolter versions are cheap, shooty and need very little help to flit around the flanks and delete stuff.

 

The plasma versions need a bit more support. You really need a Captain to support them with rerolling 1s or you will take massive casualties as soon as you overcharge them (and you do need to overcharge against multiwound targets to get the value out of these guys).

 

Overall I think they are great and they are a regular fixture in my all-infantry force.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.