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View Full Version : Grey Knights Tactica FA#1: Interceptor Squad



wargamingultimate
04-16-2015, 08:47 AM
Newest tactica video on the Interceptor Squad, check it out!

https://youtu.be/Tv22tJxoSrE

What are your thoughts?

Reldane
04-16-2015, 10:30 AM
Okay, my personal thoughts would only even consider Interceptors if you are not taking allies; they are paragons of the theme of the grey knights army, trying to excel at every aspect what ever the cost. the lack of a grey knights character to include in the unit also limts their options.

psychic: Hammer hand helps a lot if you can get them into combat, but more likely the dice can be better used elsewhere and they are too expensive to be considered a battery-esk unit.
shooting: always take the incinerator but even then its not all that devatating round of fire for the cost of a leman russ you get 1 str 6 template and 8 bolter shots.
assault: contrary to the video they only have 1 attack base, always give 1 in 5 a hammer and rest Falchions (now they are sensible costed). with hammer hand up they can likely deal with some threats your opponents might bring, however keep them away from anything with invulnerable saves or dedicated assault units.

other options to do a similar job with space marine allies:
-Assault marines; the can take 2 flamers in 5 man squad and come in under 100pts
-Vanguard vets; kit them out with a mix of Storm shields to soak hits and pairs of lightning claws to do damage. they Do have 2 attacks base but can get expensive very fast.
-Landspeeders; just as fast and potentially very hard hitting, you can easily run 2 for the cost of 5 interceptors

Haighus
04-16-2015, 01:09 PM
Do they still have the No scatter rule when dropping out of Storm Ravens? Is that any use for Incinerator delivery tactics?

Reldane
04-16-2015, 01:35 PM
nothing about it in the Stormraven or Interceptor page, although if you are using an assault transport, Purifiers are a strictly better unit to assault with

Haighus
04-16-2015, 01:44 PM
I think it used to be mentioned in the rules for the teleport packs in the Armoury section. Pity if it has gone :( was a nice flavourful little addition to the rules, one that would rarely see use, but gave them a little niche.

Dr Cthulhu
04-17-2015, 04:38 AM
What the video fails to mention is that Grey Knights Nemesis weapons have the Force descriptor; this enables you to "turn on" your CC weapons and make them into Instant Death weapons. Combined with Hammerhand is very good. If you have Falchions you get an extra attack, so on the charge it would be 1 ATT normal +1 ATT for the Falchion, +1 ATT for the Charge = 3 ATT. Don't forget your Hammer of Wrath (Interceptors are Jump Infantry; this attack does not benefit from any of the model's special rules), for extra Umph.