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Preferred Inceptors Loadout


Goranged

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To some extent it depends on the Detachment and what else you have in our list. Bolters are always solid but Plasma works well, particularly in a Firestorm Detachment. S10 on the overcharge is great and you can add "Crucible of Battle" for +1 to Wound which is enough for a squad to burn through a Land Raider.

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I like both, but now with the Firestorm Detachment, Plasma-Inceptors with +1 to wound strat + overcharging pretty much turns them into reliable Anti-Tank.

Againt a T10+ target, 6 Inceptors is 12 shots, 8 hits, 6 wound at AP3 D3, giving:
Target with 3+ save = 15 wounds after saves on average.

Target with 2+ save = 12 wounds after saves on average.

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Speaking of Auspex, I just found this little graph he's done showing the damage from a squad of 3.

 

The plasma does perform better again really tough vehicles that would force the bolter to wound on a 6, but you can also see how well the bolter performs against more general infantry as well.

 

 

Screenshot_20231029_202135_YouTube.jpg

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25 minutes ago, Orange Knight said:

Speaking of Auspex, I just found this little graph he's done showing the damage from a squad of 3.

 

The plasma does perform better again really tough vehicles that would force the bolter to wound on a 6, but you can also see how well the bolter performs against more general infantry as well.

 

 

Screenshot_20231029_202135_YouTube.jpg

What size squads of termagaunts is he comparing though?

 

nvm they don’t have blast anymore

Edited by Inquisitor_Lensoven
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2 hours ago, Orange Knight said:

Screenshot_20231029_202135_YouTube.jpg

 

Crucially, the cut-off point normally is T10 as that is when the Bolters need 6s to Wound. But in a Firestorm Detachment the +1S means it is T12 making Bolters a serious threat to T10/11 monsters and Vehicles. I think that Bolters are the general best option unless you are specifically hunting 3W infantry or heavy vehicles (both valid use cases admittedly).

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18 hours ago, Cleon said:

I can't bring myself to put Inceptors in my lists, I'm just so bored of repairing the stupid bases every time I use them.

Replace the flight stands with the four smoke contrail basing thing made by 3D Printers.   Those are one of the reasons I got a 3D printer myself - those and various other bling bits.

 

 

For example this picture of them: il_fullxfull.2957410260_i65l.jpg

 

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1 hour ago, Marshal Reinhard said:

I pride myself in the use of no third party bits, but those damned flight stands make it really, REALLY hard...

They're not bits, they're basing materials.  No difference between those and a cinematic base made out of cork, or adding some flock and/or static grass.  Well maybe except for Golden Demon stuff. 

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3 hours ago, Tacitus said:

They're not bits, they're basing materials.  No difference between those and a cinematic base made out of cork, or adding some flock and/or static grass.  Well maybe except for Golden Demon stuff. 

Careful, you're driving me awfully close to jump at it. Likely I'll *snap* next time one of them does.

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  • 3 weeks later...

One other way to fix the bases that I found works well: drill a hole into the flight stand where it connects with the model and glue in a little metal rod (I just cut up a paperclip), then drill a hole into the model where it connects to the stand.  I then just insert the metal rod sticking out from the stand into the hole in the model and it's completely stable.  I don't even glue it into the model, so I can take it off the base any time I want if I want to transport it in a tight space.  

 

This has worked great for all infantry stuck with the awful new-style flying bases.  I'm thinking of trying an equivalent for larger models too:  I've got a Stormspeeder that sticks well enough on the big bulb flight stand, but doesn't really fit in my traveling case when attached.  Maybe I'll try to cut the bulb in half and glue on a large magnet to allow for easy disconnection from the flight base.

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3 hours ago, CausticCossack said:

One other way to fix the bases that I found works well: drill a hole into the flight stand where it connects with the model and glue in a little metal rod (I just cut up a paperclip), then drill a hole into the model where it connects to the stand.  I then just insert the metal rod sticking out from the stand into the hole in the model and it's completely stable.  I don't even glue it into the model, so I can take it off the base any time I want if I want to transport it in a tight space.  

 

This has worked great for all infantry stuck with the awful new-style flying bases.  I'm thinking of trying an equivalent for larger models too:  I've got a Stormspeeder that sticks well enough on the big bulb flight stand, but doesn't really fit in my traveling case when attached.  Maybe I'll try to cut the bulb in half and glue on a large magnet to allow for easy disconnection from the flight base.

Used to do that with metal models. It's called 'pinning.'

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I achieved the same result(or better?) without the hassle of the paper clip pinning step by drilling the hole on the underside of the backpack (where the bottom of the pack meets the armor plate) at a 45 degree angle rather than at the GW attachment point at the rear of the pack. After that I just clipped off the top of the stem piece and inserted the stem directly into the hole and glued it, no need for pinning. 

 

Because the hole is a little lower on the marines body, you don't lose any height on the model. Best of all though, the marine is better balanced on the stem - it's no longer dangling far in front of the weak stem, it's weight is more centered and easier for the stem to support. It feels solid and stable when handling it.

 

 

IMG_20231119_184947349_HDR.thumb.jpg.a0c7e2591f83f25e57d617d25e7cfde5.jpg

IMG_20231119_185029086_HDR.thumb.jpg.47d226db7688c5467bee44fc604ffdc4.jpg

 

 

(the first pic shows how I damaged the backpack near the original GW connection point while trying in vain to make it work. It's just a terrible GW design. I tried to repair it with greenstuff)

 

 

 

Edited by Powderfinger
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