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My brother will likely be my most common opponent, he has DE, and is starting a necron army.

 

From my experience this edition necrons are annoying to keep dead, and DE are currently sweeping the GT scene.

 

Our games in 8th he made a nuisance of himself using fire and fade or fade and fire, whatever it is, with his DE.

 

So I'm thinking my next purchase will be to get and build some plas-ceptors to deal with his raider and talos.

 

I'm expecting D3 shots of plasma at S7 ought to work plenty well against the rini-Egyptians as well. Anything you guys have experienced that might mitigate the effectiveness of plas-ceptors in either codex?

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I've not really used them, so I don't have much to say either way. six D3 shots are going to be roughly 12 shots, which might be enough to take down a target like a talos in a single salvo.

 

It is not quite as good in this edition as it was in 8th, but I would still recommend the Stormhawk Interceptor as a potent enemy of both Necron and Dark Eldar armies, owing to the weight of fire it can pour against a target that's toughness 6 or lower (something both armies have in abundance). Alternatively, the same can be said of a Baal Predator with Twin Assault Cannon and Heavy Bolter sponsoons.

I've not really used them, so I don't have much to say either way. six D3 shots are going to be roughly 12 shots, which might be enough to take down a target like a talos in a single salvo.

 

It is not quite as good in this edition as it was in 8th, but I would still recommend the Stormhawk Interceptor as a potent enemy of both Necron and Dark Eldar armies, owing to the weight of fire it can pour against a target that's toughness 6 or lower (something both armies have in abundance). Alternatively, the same can be said of a Baal Predator with Twin Assault Cannon and Heavy Bolter sponsoons.

i have a Stormraven

I love my plasma Inceptors. Necrons love to run in big blogs for Resurrection purposes so when firing at Warriors, you will likely be getting 6 shots per model. I normally run a squad of 5 them with a Jump Pack Captain to minimise the risk if i need to overcharge them and take down tougher targets.

 

If you really want to be obnoxious a Sanguinary Priest with Jump Pack can also hang around with them healing injuries and resurrecting slain models.

I love my plasma Inceptors. Necrons love to run in big blogs for Resurrection purposes so when firing at Warriors, you will likely be getting 6 shots per model. I normally run a squad of 5 them with a Jump Pack Captain to minimise the risk if i need to overcharge them and take down tougher targets.

 

If you really want to be obnoxious a Sanguinary Priest with Jump Pack can also hang around with them healing injuries and resurrecting slain models.

i don't have a jump captain so I was thinking of packing a priest along with them.

I also kinda wish their weapons were classified as pistols lol.

That would at least make them of above average utility in melee.

Plasma inceptors are really good, but with 18” range, you can probably pop a Raider but whatever comes out will 100% kill you. Better against Necrons since their low speed and generally short range means that you can kite them better.

Plasma inceptors are really good, but with 18” range, you can probably pop a Raider but whatever comes out will 100% kill you. Better against Necrons since their low speed and generally short range means that you can kite them better.

pop the raider and then pop Upon Wings of Fire?

 

Plasma inceptors are really good, but with 18” range, you can probably pop a Raider but whatever comes out will 100% kill you. Better against Necrons since their low speed and generally short range means that you can kite them better.

pop the raider and then pop Upon Wings of Fire?

 

Pop the raider and use a second squad with assault bolters to purge the xenos?

Pop the raider and use a second squad with assault bolters to purge the xenos?

Good call. Blood Angels rely on combined arms as much as any Astartes army. It does not have to be a second squad of Inceptors. Normal Marines with bolters are quite efficient at killing units like Kabalites. Alternatively, assault the contents with something.

 

Inceptors want to operate as close as possible to their 18" range limit to minimise the risk of retaliation.

Edited by Karhedron

 

Plasma inceptors are really good, but with 18” range, you can probably pop a Raider but whatever comes out will 100% kill you. Better against Necrons since their low speed and generally short range means that you can kite them better.

pop the raider and then pop Upon Wings of Fire?

 

I think you can't do that. Isn/t wings move phase only ?

 

Pop the raider and use a second squad with assault bolters to purge the xenos?

Good call. Blood Angels rely on combined arms as much as any Astartes army. Alternatively, assault the contents with something.

 

Inceptors want to operate as close as possible to their 18" range limit to minimise the risk of retaliation.

 

Maybe run 4 SG with axes near them (they alone can pop a raider a turn with assault doctrine). You pop raider with inceptors - charge SG in what came out - profit ?

 

Edit: It's like 285 pts for pretty killy group.

Edited by YogiDaAngel

I use a squad of Plasma Inceptors and a squad of SG led by a Captain and a Priest as my speartip. The combination of melee and firepower with 2 buffing characters is an impressive concentration of force. A squad of MM attack bikes rounds out this element to deal with heavy armour and the whole lot is pretty fast and can be healed and rezzed by the Priest.

 

Then I back that up with some infantry to take and hold Objectives as well as provide some covering fire.

 

Plasma inceptors are really good, but with 18” range, you can probably pop a Raider but whatever comes out will 100% kill you. Better against Necrons since their low speed and generally short range means that you can kite them better.

pop the raider and then pop Upon Wings of Fire?

 

 

 

pop the raider and then pop Upon Wings of Fire?

Pop the raider and use a second squad with assault bolters to purge the xenos?

I like both of these solutions. The first one is great in objective games, while the second is great in any game, but relies on having a second squad.

 

Based on my experience, a squad of suppressors could help against Necrons, stopping overwatch is handy if they have a doomstalker. Against DE, they'll be as useful against them as any source of nine autocannon shots is, so pretty good if you pick targets.

 

Assault bolter Inceptors can sweep away any small DE squad without too much difficulty, as well as harassing units like Destroyers to chip away wounds. The plasma on the other hand is a little bit more tricky.

 

On the face of it, the plasma should kill more Necron infantry, but they don't actually have the potential to kill more models. Against Necrons, this is a problem when you're shooting at the units that blast weapons are best at. While the better AP will cause more casualties, the reanimation is the part that makes them so tough, and cannot be modified by the poor guy who has to fight the spoopy scary skellingtons. Against the 'Crons, the plasma is only slightly better than the assault bolter, at least against warriors. If you get an opening to fire on the immortals, destroyers or even the tanks, the difference will show a bit more.

 

Against DE, the plasma is great. If you can get a clean shot on there boats, overcharged plasma soul at least bracket them with a fair roll of the dice. Against DE infantry, try not to laugh to much, no need to cause offence to the poor l'il elves. If you just open a boat and something awful clambers out, either follow up with more fire to save your big beefy assault marines, or pop On Wings of Fire. I have saved my Sanguinary guard more than once with that strategem, and it is super fun to outmanoeuvre DE at the last minute, drives them mad.

 

 

 

Plasma inceptors are really good, but with 18” range, you can probably pop a Raider but whatever comes out will 100% kill you. Better against Necrons since their low speed and generally short range means that you can kite them better.

pop the raider and then pop Upon Wings of Fire?

I think you can't do that. Isn/t wings move phase only ?
Upon wings of fire is indeed played in the movement phase. Edited by Rhavien

just to note that 18" to DE is nothing, if you didn't take out say a raider then in the DE turn, you get the 3" disembarkment, 7-8" movement and depending on the unit some can advance and charge too but even without an advance, they are suddenly 7"-8" away needing a 6/7 on the charge roll.

 

 

 

Plasma inceptors are really good, but with 18” range, you can probably pop a Raider but whatever comes out will 100% kill you. Better against Necrons since their low speed and generally short range means that you can kite them better.

pop the raider and then pop Upon Wings of Fire?

I think you can't do that. Isn/t wings move phase only ?
i thought it was any phase, but I could be miss remembering. Wouldn't be the first time

 

But even if they get into CC on their turn, gravis armored primaris with a buff in CC for being charged isn't easy to take out. They have a few really mean melee tricks sure, but once they're out of their shell they're less of a threat to your objectives and your buffing characters.

Edited by Inquisitor_Lensoven

Last time I played DE was a while back before they got a new codex but what was basicly true then is that their army came apart at the seams if you could hit them.... With....well...anything.

 

Theyre fast and mobile. Can dish out a punch but they cant take a punch.

 

I think dropping Inceptors next to them and blasting them out of the sky could work. Its kinda hard to avoid ffor the DE player but then again they might have a strategem to counter that, I wouldnt know :/

 

My DE buddy has lost his army (entire armycase was stolen sadly) and isent looking to get back into the hobby anytime soon so I cant share any battlefield experience with you sadly :(

Last time I played DE was a while back before they got a new codex but what was basicly true then is that their army came apart at the seams if you could hit them.... With....well...anything.

 

Theyre fast and mobile. Can dish out a punch but they cant take a punch.

 

I think dropping Inceptors next to them and blasting them out of the sky could work. Its kinda hard to avoid ffor the DE player but then again they might have a strategem to counter that, I wouldnt know :/

 

My DE buddy has lost his army (entire armycase was stolen sadly) and isent looking to get back into the hobby anytime soon so I cant share any battlefield experience with you sadly :(

They seem like they still generally die pretty easily but they have a few set ups that could shred damn near any unit in a single round of melee.

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