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Hi all. I have not played in a solid 15 months. I'm getting some models ready for 10th, and one of them is an Inceptor squad equipped with assault bolters. Is it better to keep the squad at 5 members, or go for the full allotment of 6?

 

Thanks. 

 

 

Edited by Eilio Tiberius
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Bigger squads benefit the most from characters and strategems, but Inceptors don't get any leaders. It'll probably depend on how points shake out and what strats you plan to use with them, but I think they're one of the units that may be best as MSU squads, at least until you're taking more than 9 total.

7 hours ago, Eilio Tiberius said:

Maximan Sized Units?

 

 

Ditto for Aggressors?

 

Again, thanks. 

5 Models add 1 to the attacks when shot with Blast weapons.  6-9 Models add 1 to Blast weapons  - No real difference except number of casualties to get under 5.  Pretty minor.

 

5 models only need to maintain coherency to one other model, 6 models only need 1 other model, 7+ need to maintain coherency with 2 other models.

 

So its pretty minor.

8 hours ago, Eilio Tiberius said:

Maximan Sized Units?

 

 

Ditto for Aggressors?

 

Again, thanks. 

Multiple small units/minimum size units. Two 3 man units have the advantage of flexibility over one 6 man unit. You can split them up to go two different places (e.g. send 3 to claim an open objective and leave the other 3 in range to shoot and be an obstacle, or spread out more to block more area). You also can shoot with one squad, then shoot with the other, potentially choosing a new target. This can be useful to reduce the chance to overkill without having to guess before shooting whether or not to split fire, and can potentially let you dodge or bait out defensive strats. It also increases the chance your opponent overkills and wastes attacks. Downsides are worse leader efficiency (not an issue for Inceptors), and worse strategem efficiency.

 

Aggressors I think can go either way, but I'm leaning towards larger squads. You can slap a gravis captain and or apothecary on them, and more models mean more impactful buffs from them. And since Aggressors are a unit you want to both shoot and fight with, there are more strategem options available, which also benefit larger squads. On the flip side, if you aren't planning to attach a character and plan to use your CP elsewhere, small squads could be better.

Edited by Medicinal Carrots
9 hours ago, Medicinal Carrots said:

Bigger squads benefit the most from characters and strategems, but Inceptors don't get any leaders. It'll probably depend on how points shake out and what strats you plan to use with them, but I think they're one of the units that may be best as MSU squads, at least until you're taking more than 9 total.

Well they might get a leader when the codex/wave 2 drops

8 hours ago, Tokugawa said:

Inceptor have ability of deep strike very close to opponent models, and you will want to use that ability. 5 or 6 models have too big footprints.

That ability to land so close is weird to me.

it sets up an easy charge for your opponent,  and inceptors simply aren’t a melee unit…at all. Though I guess their more dangerous in engagement range now their weapons have the pistol rule

That really seems to be the main point. They could be very useful for dropping on a lightly guarded objective in the opponent’s deployment zone or an uncontested area of the battlefield, whittling down the unit on it, and then weathering what at that point is probably a pretty weak counter assault. 
 

I’m pretty sure I’ll always bring at least one unit (probably plasma but bolters look interesting now at least) just to keep opponents honest about backline objectives. 

33 minutes ago, Tacitus said:

I'm thinking about using a unit of Intercessors to Stickycap my backfield as a trap/dare to deep strikers in the midgame. 

Just gave me the idea of using Intercessors to sticky capture a back objective, then slingshot them forward with a Librarian Dreadnought. 

As near as I can tell the general topic is Inceptors, but various other things have come in comparisons etc - but Intercessors cannot be taken in 3's so I assume the point about Unit size 3 means Inceptors don't test normally until they're Last Man Standing. 

On 6/11/2023 at 11:58 PM, Tokugawa said:

Inceptor have ability of deep strike very close to opponent models, and you will want to use that ability. 5 or 6 models have too big footprints.

 

Thanks for bringing this up. Why would I want to bring in a squad of inceptors that close? They cannot charge out of deep strike right? It seems all I'm doing is setting them up for an easy charge by my opponent?

 

 

Bear in mind that's very much a one trick pony.  An Armiger is OC 8- 10 Poxwalkers are collectively OC10.  6 Inceptors are collectively OC 6.  In theory they can land, shoot up the unit on the objective enough to outnumber, but you're going to have to pick and choose carefully. 

It is nice to have the option even if we will not use it in every game. It could force the oponent to be more carefull with important but vulnerable backfield units. Forcing him to leave another unit in his backfield could be worth the cost of the inceptors without them realy doing anything.

Maybe the rule is best used as a move blocker?

 

dropping in close to block off an escape route and box an enemy for so another unit can get in and charge?

 

either the enemy stays put, or they charge the inceptors and get bogged down in a T6 gravis unit w/ 9 wounds?

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