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A case for Inceptors


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So every early 9th edition game I play, I'm trying new units.

 

With my Ultra's I've tried a 5 man Plasma-ceptor squad.

 

What are your findings with them in White Scars?

 

I am still trying to find some more heavy vehicle damaging abilities, and aside from close combat, I do like the idea of reinforcing any area of the table from the Inceptor's deep strike. 

 

I know some people prefer the Assault Bolters but in this case I think overcharged plasma is the way to go. The other issue is the fact this is in the Fast Attack slot, but I don't find I'm taking 3 squads of bikes, and usually there's a bit of overlap in their use.

 

3 men is the minimum, if it's worth taking 3?

 

Thoughts?

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So they got cheaper, which is awesome.  And under White Scars they can advance and still shoot, so if you can get them near a captain for rerolls, can be well worth it.  But over charging is still totally a risk, even if it is on 1s with a reroll, as they get so many shots.  But the risk is far less now and I would use it if in a bad situation, but not as my primary vehicle killing method.

I like a 4 man squad for a round 200 points, and you can switch it to 5 Assault bolters for the same price, so a little bit of plug and play for the units (I have 6 modeled as each so I do that a lot when I slot them into lists).

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Tonight I'm going to try them.

 

It's great to know they went down. I guess my big problem is I keep being overly aggressive with them. Sure Eradicators are okay, but I keep finding myself just a bit short on vehicle killing. 

 

I am proxying a Chappie on Bike since we know it will be 130. I'm tired of using my "Chaplain" with jump pack because he dies so bloody fast in 9th.

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Theory-wise, as a primaris only-player, I believe inceptors are invaluable.  They can move extremely fast, put out a high amount of damage, and have a good value.  They're not exactly CHEAP, but I think they're extremely well-priced for what they do.  Using their fly keyword and the white scars ability to advance and charge, they can be on nearly whatever objective you need with a decent range and a small footprint. 

 

I don't know necessarily if going straight white scars is the best way to play them though.  They don't REALLY want to be in close combat, even though they put out a decent amount of attacks, so the retreat and charge isn't a perfect solution.  With fly losing the ability to retreat and shoot though, I can see a case for sure, especially if you want to actually use the +1 damage superdoctrine on them.

 

I think successors with stealthy and rapid assault (cover over 12" and advance with no shooting penalties) is likely how I will play them in a list that is heavy on them.  With their low model count, they are susceptible to dying really quickly.  I think the added point of armor is invaluable.  It also allows you to gain cover without exposing yourself inside a building like your opponents have to.  The "outside 12 inches" kind of seems narrow until you realize that most of the time when you're getting shot it's over 12".  It's actually fairly rare to get shot at from within 12", honestly, if you're careful with positioning.

 

The big downside for inceptors to me is that they don't have a captain or lieutenant equivalent in primaris.  The only choice is to bring a firstborn captain or lieutenant with a jump pack, which I personally don't like, but isn't WRONG.  If you're going with plasma inceptors, I think you NEED a captain to baby sit them, or you lost a ton of potential.  I'd be shocked if we didn't get a lieutenant or captain (or both) on a bike before the end of the year, though, if you want to deep strike the inceptors, it still doesn't resolve the problem. 

 

Now when outriders come out, inceptors might become largely invalid, but I don't think so.  I think they'll just hold different roles.  Outriders seem more like a CC unit with some decent shooting.  Inceptors are a shooting unit with some decent CC if needed.  I think a player can comfortably fit both into one list.

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I've always enjoyed a unit of 3 plasma Inceptors with my DW forces to drop in and light up a unit/vehicle. They've a always done well in the back lines for me and since the Deathwatch teleports in support elements they often survive longer than expected because they're not a Leviathan.

 

I'm expecting to have them in my Scars as well

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I started a Storm Lords force for Primaris and never got too far past the Dark Imperium box... Except to add 3x plasma Inceptors and 10 Reivers.

 

Interestingly I also used them in a DW-soup list and they are indeed super fun when they have character support >: )

 

It is certainly frustrating that we don't yet have a properly mobile HQ Primaris; hopefully we get a mounted Captain in the Chaplain Bike release window... Or at least when they do the next full 'Chapter Codexes' wave.

 

I'll probably be running a bike Captain by proxying my Jetek Seburei DW bike to start... I kind of like the idea of him in the force as a 'lone survivor' my Company (5th Storm Lords) ran across in crossing the the Cicatrix, and it makes at least a little sense that he'd be able to integrate into and assist some Storm Lords force as a White Scar DW Veteran ; )

 

Outriders are going to help Inceptors by providing a bit more 'flanking threat overload'... Between 2x3 Outriders and 2x3 Inceptors, that starts to feel closer to 'lightning strike' for me (although I guess that puts me at 4 FA choices potentially).

 

Cheers,

 

The Good Doctor

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The unit was a 4 man squad after all points were considered.

 

They did very good, but as usual I managed to kill half of them, and my Apothecary (we call him Dr.Nick ala Simpsons) continued to disappoint. I never got a model back from the dead, and Dr. Nick spent 3 turns collecting geneseed. ugh.

 

Back to the point, the Inceptors wiped out a Necron Flyer on arrival, then a very key moment, and I took a huge chance on this, I aimed them all (supercharged as usual, because I like killing myself) at a large squad of Necron Lychguard... bad idea.( He used the strat that their invuln improves, and also bounces back mortal wounds on 6's.) 

 

He never rolled a 6 (!yay!) but I killed 3 of them that turn, even with re-roll 1's. (Booo).

 

Then the Assault Intercessors came in... wow. (I almost made them vet intercessors pregame for 2 cp but skipped it). But that's another story. Anyway, the Inceptors are probably in the list for a while. I wish I could fit more shooting, because I find most games I'm getting clobbered until T2.5-T3. But I can't have it all.

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The unit was a 4 man squad after all points were considered.

 

They did very good, but as usual I managed to kill half of them, and my Apothecary (we call him Dr.Nick ala Simpsons) continued to disappoint. I never got a model back from the dead, and Dr. Nick spent 3 turns collecting geneseed. ugh.

 

Back to the point, the Inceptors wiped out a Necron Flyer on arrival, then a very key moment, and I took a huge chance on this, I aimed them all (supercharged as usual, because I like killing myself) at a large squad of Necron Lychguard... bad idea.( He used the strat that their invuln improves, and also bounces back mortal wounds on 6's.) 

 

He never rolled a 6 (!yay!) but I killed 3 of them that turn, even with re-roll 1's. (Booo).

 

Then the Assault Intercessors came in... wow. (I almost made them vet intercessors pregame for 2 cp but skipped it). But that's another story. Anyway, the Inceptors are probably in the list for a while. I wish I could fit more shooting, because I find most games I'm getting clobbered until T2.5-T3. But I can't have it all.

What secondaries is your list setup for?

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Then the Assault Intercessors came in... wow. (I almost made them vet intercessors pregame for 2 cp but skipped it). But that's another story. Anyway, the Inceptors are probably in the list for a while. I wish I could fit more shooting, because I find most games I'm getting clobbered until T2.5-T3. But I can't have it all.

 

You actually can't make the Assault Intercessors Vets, because they are different key words.  The strat works on "Intercessor Squad" and the assaults are "Assault Intercessor Squad".  This isn't the only other weird keyword interaction failure the new marine stuff has.  The Blade Guard Ancient, does not have the lone, "Ancient" Key word, so it can't use the WS relic banner, nor does it buff its self, because its not a "Blade Guard".  Proof that comma's kill.

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OH good thing I didn't do that! I meant to re read the strat and then I just got sick of stating with so little CP, I never looked back at it.

 

Thanks for clearing that up.

 

I will say in my last 3 games (one with Ultra's, two with White Scars) the Plasma Inceptors have been very good. Probably a bit better for White Scars because they can get anywhere, but the Ultra's hit harder with them as you are typically more capable of re-rolling 1's no matter where they are, and in conjunction with other stuff, they hit like a truck since you're always overcharging them. Not a bad unit at all. I'd recommend you guys try to get 4 in the list. 

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I think they could be a very valuable unit.

 

I am building an all-Primaris army to go alongside my all-Firstborn Salamanders. Initially I looked to Ultramarines given how effective they can make Intercessors and that I already own Guilliman (and Inceptors don't need babysitting thanks to a Stratagem), but I am getting more and more tempted by the White Scars rules given the Indomitus releases.

 

I was thinking of a fast-attack contingent of a Chaplain on Bike, Outriders and Plasma Inceptors as very hard-hitting and fairly durable reserves to counter an opponent's best units or break through a weakened area. 

 

I don't view Plasma Inceptors as anti-tank any more - the Eradicators and Gladiator variants will likely fix that hole in the Primaris list nicely (and oh heck White Scars Eradicators are nasty), I view them as anti-heavy infantry. Stuff like Terminators, Custodes, etc. This is because a unit combines both great AP with rate-of-fire so it helps to get around both Armour and Invulnerable saves at the same time. The Overcharge is there if you need it against a vehicle or monster in a pinch, or to really go to town on multi-wound squads, but I don't think it should be their primary shooting method given how suicidal it can be. On their own they won't finish elite units, but will weaken them enough that a charge from the Outriders and souped-up Chaplain will finish them in short order.

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