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thyphs

interceptors....are they broken?

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Hey guys, newish player to firestorm, but one obvious thing ive noticed is how supercharged interceptors seem to be. I play directorate, so have a good spread of boarding and torpedos. However all my opponents just seem to use is interceptors in 3 to 5 wings and place there fleets around the 6 inch bubbles, every salvo of torps is met by an extra 6 to 10 pd, which is a tad excessive for my taste.

the question is, what can i do, its really hampering my game because half my weapons are virtuallly useless and my boarding gets shot down big style.

just my opinion but combining that many dice to every attack just seems to make torpedos useless, and the fact they can just sit there all game is beyond frustrating, i would go so far as to say it breaks part of the game for me

my rules question is this...is there anything stopping you just having 5 interceptors just sitting covering your fleet and effectively boosting your PD by 10 for every attack other than multiple salvos

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Hey guys, newish player to firestorm, but one obvious thing ive noticed is how supercharged interceptors seem to be. I play directorate, so have a good spread of boarding and torpedos. However all my opponents just seem to use is interceptors in 3 to 5 wings and place there fleets around the 6 inch bubbles, every salvo of torps is met by an extra 6 to 10 pd, which is a tad excessive for my taste.

the question is, what can i do, its really hampering my game because half my weapons are virtuallly useless and my boarding gets shot down big style.

just my opinion but combining that many dice to every attack just seems to make torpedos useless, and the fact they can just sit there all game is beyond frustrating, i would go so far as to say it breaks part of the game for me

my rules question is this...is there anything stopping you just having 5 interceptors just sitting covering your fleet and effectively boosting your PD by 10 for every attack other than multiple salvos

To some extent, yes. Send your own fighters against them. Shoot them down with PD. Destroy the carrier models with gun salvoes. SRS tokens in general are limited by these things.

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Many things.  You could go engage them with fighters or bombers causing them to return to base after making an intercept run to dogfight.  

 

You can also try to have their squadron get disordered which forces SRS tokens to return to base.  Decimator warheads are good for this but you basically need 2 of your squadrons to work together.  One to run off the Interceptors and the second to actually take the shot.

 

Third option just get close enough to shoot them as soon as a model gets with 4" they get to make a PD attack against the interceptors.  Bigger Batteries makes this even more effective.

 

Interceptors aren't broken though.  A full token of bombers does 18AD, a full token of Fighters gets you 12AD and an 18+" attack range; support shuttles are the only way to recover crew Points.  Interceptors are good at what they do but that's true of each of the Wing Types.

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Bording (p77):

Any friendly SRS Tokens within 4" of the model that is

the target of a Boarding Assault (6" for Interceptor Type

SRS) may Combine (see Page 63) their Point Defence

into the target model’s Anti-Boarding pool against the

incoming attack.

 

Torpedo (p67):

Any Escort Type models in the target model’s

Squadron within Command Distance of it, and any SRS

Tokens within 4" of the target model’s Flight Peg (or

6" for Interceptor Type SRS), may Combine their Point

Defence values with the target model.

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The counter to your opponents tactics is to pay very close attention to activations and what you attack. The interceptors only move when their deploying unit does, so you basically need to wait until a unit activates and moves outside the interceptor range and then pound it with Torpedoes, but to make this work you have to make sure that you're holding your units with Torpedoes for the right time.

 

I use interceptors on my Tyrant battleship to screen my cruisers becuase the cruisers are a glass hammer and torpedoes wreck the hell out of them. My great fear every game as I am trying to get into range is that my opponent will wait until the Tyrant moves and the Interceptors have to move with it leaving my cruisers exposed for an activation or vice versa, leaving them exposed. There are opportunities but you sometime have to pay really close attention and plan to take advantage of them.

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It sounds like you've got your opponents trained to bring interceptors, which are useless if you are NOT bringing wings or torpedo heavy fleets of your own.  Time to bring the Directorate units that don't focus on those areas:  BB, destroyers, gunships, regular cheap cruiser spam, etc...A few games where their interceptors are wasted points and they won't bring so many.

 

Directorate is a great fleet for changing up your own playstyle, and you don't HAVE to bring a bunch of torpedoes, boarding, and wings yourself.  Interceptors (like all the wings except fighters) are very specialized and very good at what they do, but you can make them useless simply by changing your own list.

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Just a note.

Interceptors only return to their patent carrier if the Intercept move takes the Token outside of Command Distance.

Also, Fighters PD hits on a 3, 4, 5, and 6, just like Interceptors. And the 2AD per wing is great against tier 3 and 2 ships when not going after Interceptors.

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Sorry just to be clear....i play Directorate, and while im having a problem with interceptors its because the ships im taking are usually torp heavy, generally because these are the best units for me.

The issue with the suggestions above is as follows

1) the interceptors are usually hidden amongst several ships, therefore anything like fighters going after them get swatted away by the defensive PD of the ships before i could kill them

2) my opponents are scarred of the directorate. We played a 2400 game on thursday and apart from 400 points of reserves they deployed all 2000 points in one corner in a deployment zone 8 x 12 tops. So there was about 20 ships all in one area being covered by 3 interceptor wings.

i think for me, i dont tend to jump units in, which to be fair after 3 or 4 games i wasnt really ready for.

however i think, if im jumping in 2 units of cloaked heavy cruisers and an anarchist battleship on top of them, those interceptors wont last long and i can board everything

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Interceptors ruin everybody's day as they are full defense assets. Directorate is not reliant on torpedoes, especially in the opening turns when everything is still together. From mid to late turns they became more useful as no matter what your opponent does he can't keep everything together due to different speeds, turning limits, firing arcs etc. Change your approach and use heavy hitter RB3 ships with strong beams like Nemesis, Deterrents and Anarchist to shatter his formation. Use cyber to either strip CP from his carriers (without crew they have to roll each activation or became disordered) or shut down engines to make it even harder for him to maintain fleet together. If your opponents are packing so many Interceptors then leave Drones back home. You can ponder with the idea of bringing some Dindrenzi if you have them as their long range firepower would come in handy.

 

I don't know how much terrain you have, but be sure to fill the quarter of the table with it. Also make sure you play other scenarios than just Border Clash/Hold the Waypoints as the other scenarios require more board control and it's even harder to keep the fleet in one big blob.

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