Showing posts with label Tactics. Show all posts
Showing posts with label Tactics. Show all posts

Saturday, July 2, 2011

Interceptors - Far better than hoped

Interceptor with Incinerator...similar to shouting  "Surprise! Butt Seks!"

 So time for more dissection of the GK codex based upon experience.  This time we are looking at one of the two fast attack choices.  I do not own a Storm Raven as of yet as my model budget has taken a quick dive....but I do have some interceptor back packs.  Which means that I have access to Interceptors.

Stat line wise they are normal marines, jump marines.  Cool, 12" jump style moving for only 6 more points per model than normal Strike Squads.  With the usual options of incinerator for 20, psycannon for 10, daemonhammers etc.  Basically its +6 points per model for GKSS so they are now fast attack/jump infantry. 

I personally perfer to use them as distractors and disruption units.  A single 10 man squad with 2 hammers, 2 incinerators, 8 halberds is invaluable to me.  Today's tournament proved that.  They really earned their points in pulling focus from the rest of the army and breaking formations.

So lets talk a little about tactics.  The incinerator is pure fun.  Jump 30", no scatter, place your other Interceptors to maximize targeting, and its BBQ time.  I opened a chimera with this, not the best thing to use but it is possible.  Even better is that first turn, when everyone is all jammed together in the deployment zone.  Dropping in to flame on turn 1 can change an opponent's tactics by a bunch. Sure, using the 30" jump to get there means you won't be assaulting and will most likely receive that punch in the face you asked for.  It doesn't matter though, 5-10 of these can absorb some shots and possibly live through an assault (you did take halberds right?).  This forces an opponent to deal with the parts of your army that you hand to him on your time.  Keeping them from possibly getting to a more brittle/valuable target that you do not want him to be firing at this turn. 

Want to distract him?  Drop in a single squad and allow him to nuke it off the table.  Sure it just became an expensive speed bump, but with a little forethought on placement and weaponry you may have just forced him to maneuver in way more advantageous to you.

Disruption?  Jump them in a big bunch right in front of his tanks.  This guy will put a stop to any tank and possibly force that commander to divert around you, splitting his forces.

From here on out I will run a minimum of 5 of these dudes.

Friday, June 24, 2011

Incinerators!

Burn the heretics!

Incinerator Termies
Incinerators are the extra special flamer of the Inquisitorial sects of the Empire.  The new GK codex has them as Str 6 AP4 Template Assault Weapons.  We all know that template weapons ignore cover.  The old Daemonhunters Codex had the Incinerator as a Str 5 but ignored Invul saves also.  Which was great for Eldar psyker hunting, I was on the receiving end of that stick a few times.
Metal Incinerator with attempts at designating as a Purifier

Interceptor with Incinerator







These days though the "wounds nearly anything on 2+", "penetrates soft vehicles" qualities of STR 6 make this weapon just as fun. 

There are a few fun tactics that the unique capabilities of Grey Knights (interceptors in particular) makes for some excellent tactics not available to other armies.

I hope everyone knows about basic template/flamer placement tactics.  Things like using your own figures to alter the required placement to one side or the other to hit more than one target unit, tank shocking infantry to line them up for roasting.   These are not the tactics I am talking about.  

What I am talking about is using the Interceptor's shunt movement to gain prime broiling position from 30" away.   Being able to threaten any blob of troops from half way across the board can really alter how a game plays.  I have used the interceptors with a pair of them combat squadded out to be in a single set of 5 with the other 5 having a hammer or 2.  Using them this way you can spread the love out over a large area. 

Timing things correctly you may be able to-
1.  Open a transport, collecting the juicy bits inside in a small area
2.  Jump over on the following turn, while they huddle in the wreckage (pinned or using it as cover) and flambe them!
3.  Rinse and repeat.

The Dreadknigit's heavy incinerator has an even larger threat range with the 12-30" move plus up to 12" distance you can place the small end.  Which can be fun for shooting around corners at troops lined up on a wall for cover/concealment.  Sadly I have no pic of a Dreadknight as I have not had the coinage to rub together to get one.

Another trick I have used is in combination with a Libby with Teleport Homer and Summoning psychic power.  Call the incinerator armed troops to you from across the board and let the fun begin.  I find that summoning a Land Raider full of paladins kitted for assault with a pair of incinerators will wreck an opponents day.  I have to try this with a redeemer some day.

Anyways....its an extra strong flamer.  But can Vanilla marines really use it from 30" away?