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Best "interceptors" in the faction? (And what do you think an interceptor needs to be?)


apes-ma

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Recently there has been some chatter in my local group about interceptor models. First of all, what role do these models fill, in your opinion? To me, it seems to me that interceptors are different to a scheme runner - they are there to interfere with the activities of opposing scheme runners, but not necessarily deal with completing schemes themselves. They need to be mobile, but durable, and able to deal with opposing scheme runners either through locking them down, keeping up with them to stop interacts, dealing with their markers, or otherwise killing them. For example, in a recent game I kept a Bandido in my back field to consistently Run & Gun into the path of a Silurid, hitting it for damage here and there, dropping a second opposing marker to deny Leave Your Mark, or otherwise being near to the markers it dropped to deny Leave Your Mark.

Once we know what the role of an interceptor is, what models do we have in faction that fill this role well? It seems to me that slippery models like Bandidos and Wokou Raiders are good for this type of thing - persistently harassing scheme runners and helping to deny points whilst the rest of the crew keeps up scoring pressure.

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17 minutes ago, Ludvig said:

Dead outlaws... Oh, you dropped a scheme marker, how 'bout no!

Oh yeah! I forget that they remove it after they heal up... The problem with this one is that a savvy opponent just won't hurt them, since if they are at full wounds the effect does not happen. Their built in reposition trigger gives them kind of a pseudo-run & gun as well (in that they can move, take a (non-focussed) shot, and then perhaps get another 3" out the deal). Raiders might be a bit expensive for the job, but in my (limited) experience I have found that they are pretty reasonable flankers - they are pretty hard to lock into combat, and assuming they have caused a marker drop, or the opponent has a nearby marker, they can get 13" a turn with a 2" engagement range to tie up a runner (or have a 13" threat range to charge and get some damage on the runner, then push out of combat if you want).

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Ashes & Dust is the penultimate interceptor IMO. It's faster than just about any scheme runner out there, certainly is in a heavier weight class than just about any scheme runner, and can scheme run itself. That it's hard to erase is a bonus, plus Dust Storm is no slouch either. 

A Trapper in vantage point terrain gets an honorable mention due to range and push movement. 

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2 hours ago, Ludvig said:

@apes-ma Forgot that they needed to be wounded. Don't suppose there is some way to hurt them yourself without spending resources/while getting a bonus?

I was trying to think of something like that actually - the problem is if you can put them to two wounds they can eat 2 scheme markers before they need rewounding, but then they're on two wounds... and it takes an ap from someone else. It's a tricky one! If you're using it to harass a terror tot, though, then no problem thanks to black blood! I really like them for strats like extraction and so on though since they're pretty hardy, especially with Parker.

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Remember also that a lot of scheme marker related schemes and strategies say that "scheme marker must be x inches away from another friendly scheme marker". Just shoot the model that's dropped a scheme marker with one of your abilities that has a scheme marker drop on it, place the marker beside their current marker and it no longer counts.

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6 hours ago, KrazyIvan said:

Ashes & Dust is the penultimate interceptor IMO. It's faster than just about any scheme runner out there, certainly is in a heavier weight class than just about any scheme runner, and can scheme run itself. That it's hard to erase is a bonus, plus Dust Storm is no slouch either. 

A Trapper in vantage point terrain gets an honorable mention due to range and push movement. 

Isn't push only if they're in melee then?

 

The problem with Outcasts is that we don't have a great deal of mobility to hunt down scheme runners.  Sometimes I like to put Bishop out on the flank, he'll take out any scheme runner and the 3AP is great with schemes.  Quite slow though, which is a problem.

 

I haven't had the chance to try it out, but I've been toying with the idea of starting the Viks off on the flank to hunt down scheme runners rather than the big hitters - probably a highly situational option though.

 

Hunting down scheme runners - especially something with some additional defense like armour, positive to defence etc is a challenge.

 

I once had the idea that the Specialist could be alright as a 'fullback'....but just too expensive and too slow to do much other than occupy a spot in my gaming case.

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9 hours ago, CapnBloodbeard said:

Isn't push only if they're in melee then?

 

They have an (often forgotten!) reposition trigger on a (built in) mask on their rifle!

Fremen makes a good point about the "Drop It!" triggers that are all over a Parker crew though - markers next to other markers certainly does the job! For that reason I like Raiders, as they have the trigger built in and are quite swift and can redeploy across the board fairly well (better than dead outlaws, about equal with bandidos).

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