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As I have been working through the new book, watching various reviews/battle reports, and experimenting with different options, one theme that keeps coming through is how AMAZING Interceptors are now!

 

 

With how hard all GKs hit in combat (i.e. 3A base, MWs on 6s, easy access to +1 Dmg etc.), improved durability (i.e. +1W across the board for GK infantry), and enhanced offensive Psychic options (i.e. full Smites), the only thing really limiting most GK units is their relatively high points cost and lower base mobility (and even this is mitigated by access to Deep Strike across the board and the Gate of Infinity power).

 

 

Well, with their 12" move and ability to move across enemy models, Interceptors make up the mobility piece quite easily and, with the right buffs, are a threat to pretty much anything in the game.

 

 

Consider the following:

 

-Draigo (with Sanctuary, Gate of Infinity, and Empyric Amplification)

-10 "Rapier Brotherhood" Interceptors, all with Nemesis Daemon Hammers 

***NOTE: Start the game in Tide of Shadows to protect them against enemy shooting

 

 

In the Command Phase, Draigo gives the Interceptors full Rerolls to Hit.

 

 

In the Movement Phase the Interceptors jump forward 12" to set up a charge on a key enemy unit.

 

 

In the Psychic Phase, use the "Psychic Channeling" Strat to improve Draigo's casting abilities, then "bounce" him close to the Interceptors with Gates of Infinity, cast Sanctuary on them for a 4++, and use the "Mental Focus" Strat to cast Empyric Amplification on the target enemy unit. Finally, have the Interceptors cast Symphonic Strike on themselves for +1A.

 

 

Once the Interceptors charge a unit they will have 41 Daemonhammer attacks, all at S8 AP-2 Dmg4 with full re-rolls to hit. 

 

 

Base on my testing, this pretty much evaporates anything they touch, including Mortarion, Magnus, Knights, blobs of Deathguard Terminators, buffed up Lucius Admech hordes, Deathwing Terminators, massed Drukhari Raiders, you name it.... and all that without even counting the additional MW output GKs can access via Witchfires, the damage they can get against hordes from massed storm bolter shooting, or the additional buffs you can layer in via GK Chaplain Litanies, the "Rapier" unique Strat for exploding hits on unmodified 6s, or support from additional characters like Brotherhood Ancients and their +1A banner.

 

 

When your opponent does strike back in the next turn, the Interceptors have a 4++ from Sanctuary, can use the "Truesilver Armor" Strat for Transhuman Physiology against high strength attacks, and have a 2+ armor save against enemy shooting outside of 12" thanks to Tide of Shadows, and the option to use the "Fight on the Move" Strat to fall back and shoot/charge next turn, if the enemy does tie them up in combat.

 

 

 

Pretty hefty combo. I can definitely see it deleting anything it touches. One issue I do see is failing the Charge. 9" is not a guarantee and if you do fail it they become sitting ducks, and even with Truesilver/Sanctuary they are removable. I guess in that case though they'll soak up a lot of firepower that then won't be going into the rest of your army. 340pts is expensive, and to be fair they do rely on a lot going off (4 powers and a Charge), cost quite a few CP (4 to jump, Mental Focus and Psychic Chanelling + another 3 if you want to Truesilver, another 1 if you need to re-roll the Charge - which chances are you will) and a canny opponent will screen them out from juicy targets, at least in the early game. I also feel it is kind of a points sink against some meta lists right now, notably Drukhari and AdMech who don't really have those big targets - arguably Skitarri blobs but still they are T4 4+ save so arguably those S8 -2 D3 attacks are wasted. Still, pretty juicy combo and when coming up against primarchs, Deathwing blobs or other big scary stuff it could do well!

Pretty hefty combo. I can definitely see it deleting anything it touches. One issue I do see is failing the Charge. 9" is not a guarantee and if you do fail it they become sitting ducks, and even with Truesilver/Sanctuary they are removable. I guess in that case though they'll soak up a lot of firepower that then won't be going into the rest of your army. 340pts is expensive, and to be fair they do rely on a lot going off (4 powers and a Charge), cost quite a few CP (4 to jump, Mental Focus and Psychic Chanelling + another 3 if you want to Truesilver, another 1 if you need to re-roll the Charge - which chances are you will) and a canny opponent will screen them out from juicy targets, at least in the early game. I also feel it is kind of a points sink against some meta lists right now, notably Drukhari and AdMech who don't really have those big targets - arguably Skitarri blobs but still they are T4 4+ save so arguably those S8 -2 D3 attacks are wasted. Still, pretty juicy combo and when coming up against primarchs, Deathwing blobs or other big scary stuff it could do well!

I agree with this 100%.

Pretty hefty combo. I can definitely see it deleting anything it touches. One issue I do see is failing the Charge. 9" is not a guarantee and if you do fail it they become sitting ducks, and even with Truesilver/Sanctuary they are removable. I guess in that case though they'll soak up a lot of firepower that then won't be going into the rest of your army. 340pts is expensive, and to be fair they do rely on a lot going off (4 powers and a Charge), cost quite a few CP (4 to jump, Mental Focus and Psychic Chanelling + another 3 if you want to Truesilver, another 1 if you need to re-roll the Charge - which chances are you will) and a canny opponent will screen them out from juicy targets, at least in the early game. I also feel it is kind of a points sink against some meta lists right now, notably Drukhari and AdMech who don't really have those big targets - arguably Skitarri blobs but still they are T4 4+ save so arguably those S8 -2 D3 attacks are wasted. Still, pretty juicy combo and when coming up against primarchs, Deathwing blobs or other big scary stuff it could do well!

Well TBF...  the OP didnt mention the Teleport Shunt.  Just their inherent 12" move.

 

So to make this more feasible maybe Blades of Victory is better?  its only 2 CP and 3 Psychic powers, but you lose 10 attacks.

 

To make up for the attack loss you could spend a further CP for Radiant Strike (although you can only wound T6 targets with it) I think this still wipes most thing out

 

but for sure... you have to get them in..  thats always gonna be the rub

The way I would run this is not as a first strike unit, maybe turn two with a turn 1 set up. What do I mean by that, put them in a rhino start in tide of celerity minimum move of 15” once in place turn 2 hop out 3” disembark 12” you should be in there face. 340 points is something I don’t think you would want throw away on a turn one charge. They would need to be set up and ready to smash face on turn 2 or three. Edited by Grimlock

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