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1 hour ago, Helias_Tancred said:

Assault bolters or plasma incinerators?

 

 

Depends what you need them to do. No straight answer for this one. 

2 hours ago, Inquisitor_Lensoven said:

Until you hand out extra attacks to blast weapons, and can’t hide the unit sufficiently.

But your claim is 20 man blobs of anything aren't used, and that's strictly untrue. 

22 hours ago, HeadlessCross said:

Depends what you need them to do. No straight answer for this one. 

But your claim is 20 man blobs of anything aren't used, and that's strictly untrue. 

 

Yeah, for what I normally have them do the rules and stats of the assault boaters is winning me over versus the plasma incinerators. 

 

 

On 4/25/2025 at 5:43 PM, HeadlessCross said:

Depends what you need them to do. No straight answer for this one. 

But your claim is 20 man blobs of anything aren't used, and that's strictly untrue. 

I didn’t say no one used them, I said they’re not commonly used.

 

On 4/25/2025 at 7:16 PM, Tacitus said:

That's what Grots and Guards are for.

Or…and stick with me…you take 2 10 man squads and get the same number of everything without giving away free attacks to blast weapons.

4 hours ago, Inquisitor_Lensoven said:

I didn’t say no one used them, I said they’re not commonly used.

 

Or…and stick with me…you take 2 10 man squads and get the same number of everything without giving away free attacks to blast weapons.

You're saying 10 man squads don't give up extra Blast attacks?

 

Hey aren't you the guy who said VGV were better than Inceptors?

7 hours ago, Inquisitor_Lensoven said:

Or…and stick with me…you take 2 10 man squads and get the same number of everything without giving away free attacks to blast weapons.

 

Big squads have the advantage that they get more value out of stratagems and attached characters.

Yeah it's not just a black and white thing, which makes sense and should be true; sometimes you'll want just 5 guys because you're snagging objectives or doing missions.  Other times you'll want to be able to boost a big unit of guys to do some damage (Not that Guard blobs are doing that, but once again, the third reason is because sometimes fielding lots of guys is just fun!).

Posted (edited)

For the record I decided to go with plasma incinerators again on my inceptor squad.

 

The deciding factor was who I fight the most; usually power armored marine opponents either a loyalist chapter, or some chaos flavor especially Death Guard. All that in our group except for one guy who also plays Votann, one whose main is Tyranids, and one who splits between Death Guard and Custodes. The rest are Black Templars, Ultramarines, Space Wolves and a generic IF successor. My friend had a good point, plasma serves well against the broadest range of what i usually play. 

Edited by Helias_Tancred
On 4/26/2025 at 10:40 PM, Tacitus said:

You're saying 10 man squads don't give up extra Blast attacks?

 

Hey aren't you the guy who said VGV were better than Inceptors?

For squads that can take 20, 10 is the minimum afaik, so no they don’t give up any more than they have to. It’s also easier to hide 10 models completely than 20. 
 

Did I say VGV were better than inceptors? No.

either you have reading comprehension skill issues, you’re confused, or you’re intentionally lying to try to make me look bad.

what I clearly said was VGV would benefit from a 6” DS more than inceptors.

 

On 4/27/2025 at 1:22 AM, Karhedron said:

 

Big squads have the advantage that they get more value out of stratagems and attached characters.

And they get to lose models faster.

2 hours ago, Inquisitor_Lensoven said:

For squads that can take 20, 10 is the minimum afaik, so no they don’t give up any more than they have to. It’s also easier to hide 10 models completely than 20. 
 

Did I say VGV were better than inceptors? No.

either you have reading comprehension skill issues, you’re confused, or you’re intentionally lying to try to make me look bad.

what I clearly said was VGV would benefit from a 6” DS more than inceptors.

 

And they get to lose models faster.

 

FWIW I think everyone would agree that a 6" deepstrike would be great for quite literally any melee deep striker, so like, obviously.  No one's arguing against that, just that A) that's REALLY unlikely to happen (There's no other melee deepstriker who can just come in at 6" without any other sort of restrictions (Deathshroud need Contagion, I think there's a way Daemons can deepstrike 6" and then charge but I might be mistaken)) and B) that Inceptor's DO benefit from their 6", which you asserted that they don't.

 

Regarding the haterade for 20 man units, the difference is 2 shots.  It's not the REAL concern with 20 man blobs (which, to reiterate, is their footprint, their cost, and their utility).

37 minutes ago, DemonGSides said:

 

FWIW I think everyone would agree that a 6" deepstrike would be great for quite literally any melee deep striker, so like, obviously.  No one's arguing against that, just that A) that's REALLY unlikely to happen (There's no other melee deepstriker who can just come in at 6" without any other sort of restrictions (Deathshroud need Contagion, I think there's a way Daemons can deepstrike 6" and then charge but I might be mistaken)) and B) that Inceptor's DO benefit from their 6", which you asserted that they don't.

 

Regarding the haterade for 20 man units, the difference is 2 shots.  It's not the REAL concern with 20 man blobs (which, to reiterate, is their footprint, their cost, and their utility).

I didn’t say they don’t benefit from a 6 DS at all, I said it feels wasted on them.

 

any unit will benefit from a 6” DS including intercessors if they were able to DS somehow.

That doesn’t mean it’s an ideal ability for a unit.

Posted (edited)
2 hours ago, DemonGSides said:

 

FWIW I think everyone would agree that a 6" deepstrike would be great for quite literally any melee deep striker, so like, obviously.  No one's arguing against that, just that A) that's REALLY unlikely to happen (There's no other melee deepstriker who can just come in at 6" without any other sort of restrictions (Deathshroud need Contagion, I think there's a way Daemons can deepstrike 6" and then charge but I might be mistaken)) and B) that Inceptor's DO benefit from their 6", which you asserted that they don't.

 

Regarding the haterade for 20 man units, the difference is 2 shots.  It's not the REAL concern with 20 man blobs (which, to reiterate, is their footprint, their cost, and their utility).

Even then its not really a cost when/if they're designed for that.  Most 20 man blobs have smaller base size and models.  20 Marines and 20 Guardsmen or Gants/Gaunts becomes a pretty different footprint.  One model you forgot, that technically didn't "charge" from deep strike but still fits the theme you're looking at is the Sanguinor.

 

Edit to Add: Also want to point out that GW still hasn't learned their abstraction lesson:  They only fix the symptoms when they come up.  Used to be the Loyal 32 got you extra Command Points.  But you're still looking at 2OC for a 10 point guardsman, and 2 OC for a 20 point Marine.  OC is pretty much based on archetype or "role" with no modification for points as a chunk of their points cost.

Edited by Tacitus
Posted (edited)

Sometimes do you ever get the feeling that you're not really one of the sharpest tools in the shed?

 

I've been into this hobby since 2012. Inceptors have been out since 8th edition. I always looked at them as very poor in melee but good shooting. It wasn't until a couple days ago I realized their guns all have the pistol keyword! Plus they have their personal combat weapons. So while no they're not a good melee unit, they can still definitely do some damage in melee with their shooting! My opinion on them changed. Just a few years too late lol. Sometimes I miss what is in front of my face?

 

 

 

Edited by Helias_Tancred
4 hours ago, Helias_Tancred said:

Sometimes do you ever get the feeling that you're not really one of the sharpest tools in the shed?

 

I've been into this hobby since 2012. Inceptors have been out since 8th edition. I always looked at them as very poor in melee but good shooting. It wasn't until a couple days ago I realized their guns all have the pistol keyword! Plus they have their personal combat weapons. So while no they're not a good melee unit, they can still definitely do some damage in melee with their shooting! My opinion on them changed. Just a few years too late lol. Sometimes I miss what is in front of my face?

 

 

 

I’d have to go back to the previous codex, but I don’t think they always had the pistol keyword.

13 hours ago, Inquisitor_Lensoven said:

I’d have to go back to the previous codex, but I don’t think they always had the pistol keyword.

 

They didn't, the had Assault in 8th and then the plasma ones had Blast in 9th.

 

I think Pistol makes the most sense for the niche they've got them in now.  Blast on the plasma would be cool but they've backed off of Plasma having blast this edition.

7 minutes ago, jaxom said:

Considering Inceptors are about orbital drops, I like tying any special ability to Deep Strike. Maybe increased AP when they do so?

 

Maybe they get plunging fire on the turn they drop in, to make it like they were shooting in their way down. Would get that extra AP.

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