Inquisitor_Lensoven Posted April 16 Share Posted April 16 Their ability to DS closer to enemies is an awkward one. they don’t have any particular need to do so, other than to potentially land on a primary to prevent an enemy from scoring if their shooting fails to kill all of them. I’m not a huge fan of the abilities that allow units to fly or skim over an enemy and cause MWs, but I think it would be more thematic for them to have something of that sort. maybe call it flying overwatch? Any unit they move over they can overwatch for free, but they can only target one unit with it. gives me visions of them doing a low level flyby shooting. or maybe something that gives them a bonus in melee against other <fly> units like a 2” engagement range aura making it easier for them to land charges against flying targets as well as zoning out enemies a little bit. (Think extra strong booster jet wash needed for the extra weight of gravis keeps the enemy further at bay or something.) HeadlessCross and SvenIronhand 2 Back to top Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/ Share on other sites More sharing options...
HeadlessCross Posted April 16 Share Posted April 16 Terrible idea. Inceptors are good because of their offense AND the Deep Strike ability. Inquisitor_Lensoven 1 Back to top Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105485 Share on other sites More sharing options...
Inquisitor_Lensoven Posted April 17 Author Share Posted April 17 4 hours ago, HeadlessCross said: Terrible idea. Inceptors are good because of their offense AND the Deep Strike ability. Their deep strike ability is almost completely pointless. it would make sense for a unit with some actual melee capability but there’s not much reason to get them within 12” let alone 6 of an enemy unit when they have an 18” range SvenIronhand, HeadlessCross, Tokugawa and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105509 Share on other sites More sharing options...
jaxom Posted April 17 Share Posted April 17 8 hours ago, Inquisitor_Lensoven said: Their ability to DS closer to enemies is an awkward one. they don’t have any particular need to do so, other than to potentially land on a primary to prevent an enemy from scoring if their shooting fails to kill all of them. I think their value is forcing the opponent to keep a unit on their backfield objective which can counter the OC of the Inceptors after taking a round of shooting from them. Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105516 Share on other sites More sharing options...
Inquisitor_Lensoven Posted April 17 Author Share Posted April 17 9 hours ago, jaxom said: I think their value is forcing the opponent to keep a unit on their backfield objective which can counter the OC of the Inceptors after taking a round of shooting from them. Idk if anyone is actually doing that though. Everyone I’ve played screens for the normal 9” DS range. Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105554 Share on other sites More sharing options...
HeadlessCross Posted April 17 Share Posted April 17 22 hours ago, Inquisitor_Lensoven said: Their deep strike ability is almost completely pointless. it would make sense for a unit with some actual melee capability but there’s not much reason to get them within 12” let alone 6 of an enemy unit when they have an 18” range They don't need melee capability when they have that shooting (and melee is a moot point when the ability explicitly prohibits charges). The point is to scare the opponent and claim objectives faster. Anything that survived a round of shooting with them is gonna be crippled and might even die to 18 S4 attacks in melee anyway. Helias_Tancred, DemonGSides and Karhedron 3 Back to top Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105639 Share on other sites More sharing options...
Karhedron Posted April 18 Share Posted April 18 18 hours ago, Inquisitor_Lensoven said: Idk if anyone is actually doing that though. Everyone I’ve played screens for the normal 9” DS range. If your opponents are using units to screen then that impedes their ability to fight, move freely or even score. Screening is absolutely possible but if the threat of your DSing units makes your opponents change their battle plans then you have an advantage in that they are reacting to what you might do instead of doing what they want to do. jaxom and DemonGSides 2 Back to top Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105658 Share on other sites More sharing options...
Inquisitor_Lensoven Posted April 19 Author Share Posted April 19 On 4/18/2025 at 2:57 AM, Karhedron said: If your opponents are using units to screen then that impedes their ability to fight, move freely or even score. Screening is absolutely possible but if the threat of your DSing units makes your opponents change their battle plans then you have an advantage in that they are reacting to what you might do instead of doing what they want to do. And there’s better units for that ability for. Like VGV. Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105819 Share on other sites More sharing options...
jaxom Posted April 19 Share Posted April 19 1 hour ago, Inquisitor_Lensoven said: Like VGV Please explain further. I was under the impression that they couldn’t reliably make charges when dropping in which was why Inceptors were favored; inceptors are a shooting threat. Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105824 Share on other sites More sharing options...
Tacitus Posted April 20 Share Posted April 20 4 hours ago, jaxom said: Please explain further. I was under the impression that they couldn’t reliably make charges when dropping in which was why Inceptors were favored; inceptors are a shooting threat. Well, that and Heirloom weapons suck. Helias_Tancred 1 Back to top Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105833 Share on other sites More sharing options...
Inquisitor_Lensoven Posted April 20 Author Share Posted April 20 17 hours ago, Tacitus said: Well, that and Heirloom weapons suck. But close combat weapons are some how superior? Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105909 Share on other sites More sharing options...
Inquisitor_Lensoven Posted April 20 Author Share Posted April 20 (edited) 22 hours ago, jaxom said: Please explain further. I was under the impression that they couldn’t reliably make charges when dropping in which was why Inceptors were favored; inceptors are a shooting threat. A shooting threat doesn’t need to be 6” from a target to shoot. VGV have better melee and their shields give them a better chance to make it to the next turn where they can charge, and then once in combat have more attacks with better weapons. Edited April 20 by Inquisitor_Lensoven jaxom 1 Back to top Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105910 Share on other sites More sharing options...
Tacitus Posted April 21 Share Posted April 21 5 hours ago, Inquisitor_Lensoven said: A shooting threat doesn’t need to be 6” from a target to shoot. VGV have better melee and their shields give them a better chance to make it to the next turn where they can charge, and then once in combat have more attacks with better weapons. Not really. Their melee weapons are "better" but VGV 6" away have 4 S5 -1 D1 attacks when they make the chip shot charge. Inceptors have 3 S5 -1 D2 shots with SH2 - which works out to kinda-sorta 4 to equal the VGV just at D2 (And before you add Twin Linked etc) And the Inceptors will still have 3 Close Combat Weapons if they get their gimme charge off. This also assumes the VGV can Deep Strike into Gimme range for the charge. The "benefit" for the VGV are 5/10 models for 10/20 points cheaper than the 3/6 Inceptors and the "extra" attacks you get from the "extra" bodies. VGV are just subpar for most Chapters/Formations that don't really synergize with them. Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105931 Share on other sites More sharing options...
DemonGSides Posted April 21 Share Posted April 21 9 hours ago, Tacitus said: Not really. Their melee weapons are "better" but VGV 6" away have 4 S5 -1 D1 attacks when they make the chip shot charge. Inceptors have 3 S5 -1 D2 shots with SH2 - which works out to kinda-sorta 4 to equal the VGV just at D2 (And before you add Twin Linked etc) And the Inceptors will still have 3 Close Combat Weapons if they get their gimme charge off. This also assumes the VGV can Deep Strike into Gimme range for the charge. The "benefit" for the VGV are 5/10 models for 10/20 points cheaper than the 3/6 Inceptors and the "extra" attacks you get from the "extra" bodies. VGV are just subpar for most Chapters/Formations that don't really synergize with them. VGV are pretty meh, for sure, but inceptors don't charge. VGV having just straight up better melee weapons I think pretty obviously gives both units their niche, and they don't really overlap. Inceptors are for clearing small squads from close range to then pick up an objective eventually. VGV are a bygone melee unit that has a little bit of a defensive profile with the storm shields, but even that's not really enough to save them. My hope is that when Primaris VGV comes out, they give them the Bladeguard weapon statline. Probably won't, since then why would you bother taking BGV, but a man can hope. Helias_Tancred 1 Back to top Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105971 Share on other sites More sharing options...
Karhedron Posted April 21 Share Posted April 21 8 minutes ago, DemonGSides said: My hope is that when Primaris VGV comes out, they give them the Bladeguard weapon statline. Probably won't, since then why would you bother taking BGV, but a man can hope. Blood Angels have flying Bladeguard in the form of Sanguinary Guard, I can't really see those being made generic. Sternguard lost their specific ranged weapons in favour of the mediocre Combi-weapons and now see minimal play as a result. In most cases Intercessors are better value for the points (especially with their new 4-shot rule). Van Vets have the same problem with Jump Assault Intercessor. Neither squad is good enough to be worth the points premium over the Battleline counterparts. Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105975 Share on other sites More sharing options...
DemonGSides Posted April 21 Share Posted April 21 2 hours ago, Karhedron said: Blood Angels have flying Bladeguard in the form of Sanguinary Guard, I can't really see those being made generic. Sternguard lost their specific ranged weapons in favour of the mediocre Combi-weapons and now see minimal play as a result. In most cases Intercessors are better value for the points (especially with their new 4-shot rule). Van Vets have the same problem with Jump Assault Intercessor. Neither squad is good enough to be worth the points premium over the Battleline counterparts. Sure but non BA chapters don't have Sanguinary Guard, and it might be worth revisting the stat lines as SG have +1 S and an extra AP on their sword compared to BGV, so they're just outright BETTER than Bladeguard. I think Vanguard Vets could live with 4A, S5, -2 AP and 2 damage and not be treading on the toes of SG too badly. I don't expect them to survive as a 5 man unit, unfortunately. Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6105999 Share on other sites More sharing options...
Karhedron Posted April 21 Share Posted April 21 I think Van Vets will stay close to their Firstborn incarnation in the same way Sternguard did so 5/10, 2W and in the low 20s ppm. jaxom 1 Back to top Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6106005 Share on other sites More sharing options...
Inquisitor_Lensoven Posted April 21 Author Share Posted April 21 12 hours ago, Tacitus said: Not really. Their melee weapons are "better" but VGV 6" away have 4 S5 -1 D1 attacks when they make the chip shot charge. Inceptors have 3 S5 -1 D2 shots with SH2 - which works out to kinda-sorta 4 to equal the VGV just at D2 (And before you add Twin Linked etc) And the Inceptors will still have 3 Close Combat Weapons if they get their gimme charge off. This also assumes the VGV can Deep Strike into Gimme range for the charge. The "benefit" for the VGV are 5/10 models for 10/20 points cheaper than the 3/6 Inceptors and the "extra" attacks you get from the "extra" bodies. VGV are just subpar for most Chapters/Formations that don't really synergize with them. Guns at 18” range and no RF, means there’s no point in DSing them 6” except to open them up to be charged. Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6106006 Share on other sites More sharing options...
Karhedron Posted April 21 Share Posted April 21 1 hour ago, Inquisitor_Lensoven said: Guns at 18” range and no RF, means there’s no point in DSing them 6” except to open them up to be charged. It is not so much that you want to get closer, the shorter range makes is harder to screen them out. Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6106017 Share on other sites More sharing options...
Tacitus Posted April 22 Share Posted April 22 11 hours ago, Inquisitor_Lensoven said: Guns at 18” range and no RF, means there’s no point in DSing them 6” except to open them up to be charged. No combat point (on that turn). I doubt guard would charge them, but I'd absolutely charge GEQ on my next turn. Or Heroic Intervention them if possible. GEQ wound Gravis on 6's and PISTOL means you can still shoot them. Plus there's potential to use that 6" for other placement benefits like LOS and Objectives. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6106060 Share on other sites More sharing options...
Inquisitor_Lensoven Posted April 23 Author Share Posted April 23 On 4/21/2025 at 11:24 PM, Tacitus said: No combat point (on that turn). I doubt guard would charge them, but I'd absolutely charge GEQ on my next turn. Or Heroic Intervention them if possible. GEQ wound Gravis on 6's and PISTOL means you can still shoot them. Plus there's potential to use that 6" for other placement benefits like LOS and Objectives. Why are you talking about guard? You’re shooting them off the board before you have an opportunity to charge them… Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6106284 Share on other sites More sharing options...
HeadlessCross Posted April 23 Share Posted April 23 On 4/21/2025 at 9:02 AM, Inquisitor_Lensoven said: Guns at 18” range and no RF, means there’s no point in DSing them 6” except to open them up to be charged. Except that it helps claim objectives faster and makes it difficult to screen against them. Like, everyone here is saying you're incorrect on your evaluation of the ability, and competitive players think the ability is great as well. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6106322 Share on other sites More sharing options...
Tacitus Posted April 23 Share Posted April 23 2 hours ago, Inquisitor_Lensoven said: Why are you talking about guard? You’re shooting them off the board before you have an opportunity to charge them… Well, it was GEQ (i.e. S3 melee back into your T6) but since you said so- 3 shots per dude, 6 dudes, is 18 shots, 3 crit for SH2, 24 shots. 6 misses = 18 hits, about 15 wounds You're not reliably shooting 20+ model units off the board. Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6106323 Share on other sites More sharing options...
Karhedron Posted April 23 Share Posted April 23 2 minutes ago, HeadlessCross said: competitive players think the ability is great as well. Inceptors have had at least one points hike since the SM Codex dropped so they were definitely good enough to need adjusting. Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6106324 Share on other sites More sharing options...
Inquisitor_Lensoven Posted April 23 Author Share Posted April 23 (edited) 5 hours ago, Tacitus said: Well, it was GEQ (i.e. S3 melee back into your T6) but since you said so- 3 shots per dude, 6 dudes, is 18 shots, 3 crit for SH2, 24 shots. 6 misses = 18 hits, about 15 wounds You're not reliably shooting 20+ model units off the board. I’ve not seen a single person using 20 man blobs, and rarely seen lists with them online. IMHO 20 blobs are over all pointless. Edited April 23 by W.A.Rorie DemonGSides and HeadlessCross 2 Back to top Link to comment https://bolterandchainsword.com/topic/385710-new-inceptor-ability-idea/#findComment-6106364 Share on other sites More sharing options...
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