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				GK intorceptor squades
				Posted: Sun 15 Sep, 2013 6:25 am
				by SirSid
				Iv  been working with the GK army  alot and  been having tons  of  fun 

Been really good  working on builds  with a race whare nothing is hashed  out into stone yet 
Any ways  i found something that  so far  i have not been beat with so i thought  id  pass it  on and see  what the  pros  can do with it. Personaly  i think it  way to powerfull at the time it can be brought to the field.  Hopefully  i am proved wrong. 
So basicaly the problem is with no minimum jump range on the intorceptors, what im doing is creating  chain kockback early  t2. so far  is  can go up against any other melley build and  win ( i think ) 
Hears the build 
strike squade > node > Secound node, if  u can hold it  ( u probley  can ) > intorceptors > 2 gens > stortroper upgrades if  u need  kockback from nades > the secound armour on BC   ( i can't remember  names  the 1  with cancale of absolution )  > 2  more  gens ( total 4 ) 
Ok so u push hard in t1 just to delay till t2. I ususaly do not try a gen bash i just  get as  much capping ASAP as  i can and  use melley  SS . spaming  BC  buff to gain speed  to help with capping. 
t2> Intorceptor  melley upgrade and  leader > Strike squade justicar > Lictor  hook ability  for BC  ( again sorry don't know  it's name ) 
Now  u push hard. 
The trick is  dropping the  enregey well / anti ability whare  u want the engagment, however  the strike squade enregey spike ability  needs to be  spamed on the intorceptors  right after the first  jump into the  well , lead with the brother captain/strike squade then jump in intorceptors. u get  a secound jump again right on top of the engaged  unit, then use  your red  resoars  melley buff  on the strike squade NOT  the intorcetors, u do this to get  crasy kockback on them. U can jump again to any range unit  with intorceptors  unit.  Keep spaming the enregy spike  to the intorceptors whenever u get a chance.
This back and  forth with the intorceptors into and out of the buff area creats  max enregey for jumps to anyware they need  , just keep the  strike squade close ish to leach to them. with 2  units  full of enregy sent all 1 ability  that dose kockback on use  u have  massive  control of the battel. 
The  lash on the Brother captain can be used  2  ways  . 1  to force a engagment  on any unit that  has a  commander , or  2  to remove a  very dangrous    unit from the  melley units  in the buff area, The  buff from his  wepon upgrade helps  with speed  for retreat kills. also the amount  of  kockbacks from the SS and Intorceptors means  early retreats are nessasary  from enemey or  squade whipe could happen fast, Even vs  knorn mariens or geenstealers, especialy  since  u can dual retreat path jump if  u time it  right. 
Wow so long a post sorry.
 I think it's to strong  on the  bounds only that  u can jump at  0 range  with the intorceptors  , that's what  makes it  really crazy. IF the intorceptors had the small change to the  same  minimum jump range that ASM  have  i think the problem of  it  being  insane  would be fixed. It would still be  strong however the fact u can chain kockback any attacking melly  squade would be  fixed  balancing  the unit  a tad  . Not a  nurf  but a "alinment" to the  chain kockback potential.   
Sorry for the long post  i hope  im proved  wrong on it being  nuts  but iv  not had losses  with it  since  i have  forced the build in fights . 
Comments  sugestions on the build are welcome. Sorry for grammer  more than a few beers  and scotch wher comsumed during the making  of this  post.
 
			
					
				Re: GK intorceptor squades
				Posted: Sun 15 Sep, 2013 1:22 pm
				by Tex
				Currently it isn't too strong and here's why:
Building interceptors in a 1v1 is a strait up go ahead for your enemy to get vehicles and completely destroy you.  Further, GK have a hard time with map control and having only 3 squads to guard 2 gens farms seems highly improbable to me. 
Also, consider that interceptors are MORE expensive than asm's in t1 and yet they are weaker than asm's in t1.
Just my thoughts.  I'm obviously going to give it another try, but toilalee and myself both tried something very close to this build many times, and as much as it provides mass knockback, it doesn't provide a complete AV solution, and the same result will always happen: you will overspend on your units and not have enough left to fully counter a vehicle.
			 
			
					
				Re: GK intorceptor squades
				Posted: Sun 15 Sep, 2013 1:23 pm
				by Asmon
				Try writing in correct English and perhaps I'll bother reading your post.
			 
			
					
				Re: GK intorceptor squades
				Posted: Sun 15 Sep, 2013 4:13 pm
				by Torpid
				Tex wrote:Currently it isn't too strong and here's why:
Building interceptors in a 1v1 is a strait up go ahead for your enemy to get vehicles and completely destroy you.  Further, GK have a hard time with map control and having only 3 squads to guard 2 gens farms seems highly improbable to me. 
Also, consider that interceptors are MORE expensive than asm's in t1 and yet they are weaker than asm's in t1.
Just my thoughts.  I'm obviously going to give it another try, but toilalee and myself both tried something very close to this build many times, and as much as it provides mass knockback, it doesn't provide a complete AV solution, and the same result will always happen: you will overspend on your units and not have enough left to fully counter a vehicle.
They certainly aren't weaker than ASM in t1. They have equal HP but way more damage and a better special. The synergy they have with the BC is also just as strong as any asm-sm hero synergies too.
 
			
					
				Re: GK intorceptor squades
				Posted: Sun 15 Sep, 2013 4:30 pm
				by Forestradio
				If the GK player spends all that power in T1, then kite him out until you can get a walker vehicle.  He will have no counter to it (krak nades are meh and pyscannon on a strike squad deals only very soft AV)
And interceptor jump doesn't do knockback until T2, and that requires their justicar, which is 25 power (and doesn't help counter vehicles).
Interceptors also get no melee disruption from merciless strike like ASM do, so their jump not having a minimum range is fine.
			 
			
					
				Re: GK intorceptor squades
				Posted: Sun 15 Sep, 2013 4:42 pm
				by Ace of Swords
				They cost the same as ASM power-wise, but they cost 50 req more (same as retail ASM though), and they teleport which is instant compared to a jump, sure it's not much but it actually counts, if you react fast enough you can avoid a jump, but you cannot avoid a teleport.
			 
			
					
				Re: GK intorceptor squades
				Posted: Sun 15 Sep, 2013 8:30 pm
				by Tex
				That Torpid Gamer wrote:Tex wrote:Currently it isn't too strong and here's why:
Building interceptors in a 1v1 is a strait up go ahead for your enemy to get vehicles and completely destroy you.  Further, GK have a hard time with map control and having only 3 squads to guard 2 gens farms seems highly improbable to me. 
Also, consider that interceptors are MORE expensive than asm's in t1 and yet they are weaker than asm's in t1.
Just my thoughts.  I'm obviously going to give it another try, but toilalee and myself both tried something very close to this build many times, and as much as it provides mass knockback, it doesn't provide a complete AV solution, and the same result will always happen: you will overspend on your units and not have enough left to fully counter a vehicle.
They certainly aren't weaker than ASM in t1. They have equal HP but way more damage and a better special. The synergy they have with the BC is also just as strong as any asm-sm hero synergies too.
 
Sometimes I wonder about you torpid.  How could you ever think that GKI's are "certainly not weaker" than ASM's in T1?  They are more expensive and their jump doesn't provide a knockback until a justicar is purchased.  
That alone ends your argument.  If you don't think so, then you clearly don't use both units.
I'm not even sure if GKI's do indeed have more damage and better specials, but it doesn't matter.  Knockback on command and 50 req cheaper makes all the difference.
 
			
					
				Re: GK intorceptor squades
				Posted: Sun 15 Sep, 2013 10:27 pm
				by SirSid
				Well im finding the  kockback on command much MUCH better  with intorceptors than ASM u  have to be  t2  to get  kockback on ether  unit  so no big  deal thare. 
As  far  as  dealing with walkers , i deal with them how  i always deal with them as  GK. Get  a purigations  squade and upgrade  it . In fact with this build  u have "better" av  options since  u can get a nade . 
It's  not great  i mean lets face it  GK AV just sucks, even dual purigation seems to be easy to avoid. Paladins are the  only  hard  AV  that they seem to have  however the  coast and time  to get them is no counter to a walker. 
Iv managed to kill a few  walkers  just with isolation and  melley bloping them but this is damgrous and hard to pull off. 
I would  not consider the build bad simply dew to the fact it  lacks AV since the army as a  whole lacks   AV
			 
			
					
				Re: GK intorceptor squades
				Posted: Mon 16 Sep, 2013 12:04 am
				by Torpid
				Tex wrote:That Torpid Gamer wrote:Tex wrote:Currently it isn't too strong and here's why:
Building interceptors in a 1v1 is a strait up go ahead for your enemy to get vehicles and completely destroy you.  Further, GK have a hard time with map control and having only 3 squads to guard 2 gens farms seems highly improbable to me. 
Also, consider that interceptors are MORE expensive than asm's in t1 and yet they are weaker than asm's in t1.
Just my thoughts.  I'm obviously going to give it another try, but toilalee and myself both tried something very close to this build many times, and as much as it provides mass knockback, it doesn't provide a complete AV solution, and the same result will always happen: you will overspend on your units and not have enough left to fully counter a vehicle.
They certainly aren't weaker than ASM in t1. They have equal HP but way more damage and a better special. The synergy they have with the BC is also just as strong as any asm-sm hero synergies too.
 
Sometimes I wonder about you torpid.  How could you ever think that GKI's are "certainly not weaker" than ASM's in T1?  They are more expensive and their jump doesn't provide a knockback until a justicar is purchased.  
That alone ends your argument.  If you don't think so, then you clearly don't use both units.
I'm not even sure if GKI's do indeed have more damage and better specials, but it doesn't matter.  Knockback on command and 50 req cheaper makes all the difference.
 
The way you wrote it I thought you meant they were weaker ignoring the cost difference, which they certainly aren't. ASM do 27 DPS whereas GKI do 31. Their special also seems to telegraph faster and do a lot more damage, but that might just be me. Overall for the price asm are better and are more versatile with their superior anti-melee and anti-vehicle utility in t2, however ignoring the costs GKI are no worse than asm. 
I think I may have blurred my point by saying that though. Ultimately the units again function differently. I don't feel GKI are meant to tank like ASM are despite them having equal hitpoints. The canticle gives them far more mobility and they do a lot more dps and are more killy than asm. Strikes can also tank melee far better than tacs can and so can the BC so you don't need your GKI to be doing that as much. Then in t2 rather than becoming a defence against melee and AV they become a elite melee squad kinda similar to t2 vanguards except without power weapons.
 
			
					
				Re: GK intorceptor squades
				Posted: Mon 16 Sep, 2013 12:05 am
				by Torpid
				SirSid wrote:Well im finding the  kockback on command much MUCH better  with intorceptors than ASM u  have to be  t2  to get  kockback on ether  unit  so no big  deal thare. 
As  far  as  dealing with walkers , i deal with them how  i always deal with them as  GK. Get  a purigations  squade and upgrade  it . In fact with this build  u have "better" av  options since  u can get a nade . 
It's  not great  i mean lets face it  GK AV just sucks, even dual purigation seems to be easy to avoid. Paladins are the  only  hard  AV  that they seem to have  however the  coast and time  to get them is no counter to a walker. 
Iv managed to kill a few  walkers  just with isolation and  melley bloping them but this is damgrous and hard to pull off. 
I would  not consider the build bad simply dew to the fact it  lacks AV since the army as a  whole lacks   AV
You appear to be forgetting about the lascannon rhino though. Combining a psycannon on your SS, a lascannon rhino and then canticle + GKI with the krak grenades is a solid walker counter and then you can get the GK libby to deal with any elite melee squads they may field and to further support those interceptors.
 
			
					
				Re: GK intorceptor squades
				Posted: Mon 16 Sep, 2013 12:18 am
				by Nurland
				Melta Dread might also be considered "quite" hard AV.
			 
			
					
				Re: GK intorceptor squades
				Posted: Mon 16 Sep, 2013 1:23 am
				by SirSid
				Humm the lazz cannon transport. I do always  forget  about that option.That  might be the best  option to this  build  for AV dew  to the stun nade on the  intorceptors  and chace ability. 
Getting out a dread will be very hard since  u are  getting alot of wargear and  squad leaders.
Also i don't like  getting a dread  as AV with any race .
			 
			
					
				Re: GK intorceptor squades
				Posted: Mon 16 Sep, 2013 2:47 am
				by Caeltos
				Tex wrote:That Torpid Gamer wrote:Tex wrote:Currently it isn't too strong and here's why:
Building interceptors in a 1v1 is a strait up go ahead for your enemy to get vehicles and completely destroy you.  Further, GK have a hard time with map control and having only 3 squads to guard 2 gens farms seems highly improbable to me. 
Also, consider that interceptors are MORE expensive than asm's in t1 and yet they are weaker than asm's in t1.
Just my thoughts.  I'm obviously going to give it another try, but toilalee and myself both tried something very close to this build many times, and as much as it provides mass knockback, it doesn't provide a complete AV solution, and the same result will always happen: you will overspend on your units and not have enough left to fully counter a vehicle.
They certainly aren't weaker than ASM in t1. They have equal HP but way more damage and a better special. The synergy they have with the BC is also just as strong as any asm-sm hero synergies too.
 
Sometimes I wonder about you torpid.  How could you ever think that GKI's are "certainly not weaker" than ASM's in T1?  They are more expensive and their jump doesn't provide a knockback until a justicar is purchased.  
That alone ends your argument.  If you don't think so, then you clearly don't use both units.
I'm not even sure if GKI's do indeed have more damage and better specials, but it doesn't matter.  Knockback on command and 50 req cheaper makes all the difference.
 
Grey Knights Interceptor have quite an edge in terms of raw damage potential. They also have a significant better scaling potential, with their Nemesis Focus upgrade, which not only increases their health, but also their damage by a small sum. 
With a Justicar, they deal roughly 140 dps combined. That's almost as much as Purifier Squad. The offset is of course, having just 1 power weapon, but still - their dps is nothing to be scoffed at, espicially once you start combining the strength and abilities of the GK's.
Alot of the GK's fundemental design is built on the ground up on synergy and utilizing their abilities, to maximize your effiency in combat. 
Librarian 'Purge' ability, can be used on vehicles, much similiar to a "Mark Target", which amplifies the damage the target takes for a period of time. Apply "Shrouding" // "Might of Titan" to furthermore excel the damage spikes. 
In order for Interceptors to work in their respective enviroment, one is to look for Librarian/GK Lascannon Rhino/Purgations combinations of them, and/or possibly lure vehicles into chokes (or overextensions) with the Stormtrooper mines to easier get the vehicle kill. It depends on ones playstyle, but you'll have to play accordingly to get it all to mesh up together and work.
This is something that sets them apart from their somewhat counterparts of Chaos/Space Marines that have more reliant independant units to deal with things. However, GK's offer abit more flexibility as you progressively start to invest in your units. For an example, the Librarian whilst might provide you with the "abilities" to deal with vehicles, you can't needlessly throw it away - instead you're focusing on 'Purge' and abilitiy combinations to deal with a target, once the target is eliminated, he doesn't neccasarily become a burden, like for let's say, Lascannons (etc) , since the Librarian/misc stuff still continous to provide with overall functional end-game goals.
 
			
					
				Re: GK intorceptor squades
				Posted: Mon 16 Sep, 2013 5:35 pm
				by saltychipmunk
				From what I can see , there are two chief issues with the interceptors.  
In t1 they are simply too expensive in an army  of expensive t1 units.  
In t2 the lack of a min jump ranged  combined  with the short tele cooldown  and CA  (three jumps in one fight basically)  makes them to strong.
Really I think this could be fixed if they take off some req  maybe 50 or so and maybe 5 power off of the interceptors , but increase the teleport cool down.  I say this because the main issue everyone has with them is the ability to basically spam disruption  while already in melee.
If we lengthen the time between teleports  it will lessen the ability for gk to exploit the essentially infinite energy they can give to their interceptors with  CA and the strike justi.
But i dont think we should add a minimum range to the jump.   When you think about it asm have the ability to do double disruption  in t2, jump then   the aoe strike, So if we bump the number of jumps on the interceptors down  to match  the asm ( 2 disruptions down from 3 -4) we should be set.
			 
			
					
				Re: GK intorceptor squades
				Posted: Mon 16 Sep, 2013 7:29 pm
				by Dark Riku
				Why not copy past asm into the roster then? ~
They shouldn't be the same. They are quite fine imo.
And yes they can combo well if you opt to go for that particular piece of wargear.
But what's wrong with that?
			 
			
					
				Re: GK intorceptor squades
				Posted: Mon 16 Sep, 2013 8:53 pm
				by Batpimp
				Grey Knights Interceptor have quite an edge in terms of raw damage potential. They also have a significant better scaling potential, with their Nemesis Focus upgrade, which not only increases their health, but also their damage by a small sum. 
With a Justicar, they deal roughly 140 dps combined. That's almost as much as Purifier Squad. The offset is of course, having just 1 power weapon, but still - their dps is nothing to be scoffed at, espicially once you start combining the strength and abilities of the GK's.
Alot of the GK's fundemental design is built on the ground up on synergy and utilizing their abilities, to maximize your effiency in combat. 
Librarian 'Purge' ability, can be used on vehicles, much similiar to a "Mark Target", which amplifies the damage the target takes for a period of time. Apply "Shrouding" // "Might of Titan" to furthermore excel the damage spikes. 
In order for Interceptors to work in their respective enviroment, one is to look for Librarian/GK Lascannon Rhino/Purgations combinations of them, and/or possibly lure vehicles into chokes (or overextensions) with the Stormtrooper mines to easier get the vehicle kill. It depends on ones playstyle, but you'll have to play accordingly to get it all to mesh up together and work.
This is something that sets them apart from their somewhat counterparts of Chaos/Space Marines that have more reliant independant units to deal with things. However, GK's offer abit more flexibility as you progressively start to invest in your units. For an example, the Librarian whilst might provide you with the "abilities" to deal with vehicles, you can't needlessly throw it away - instead you're focusing on 'Purge' and abilitiy combinations to deal with a target, once the target is eliminated, he doesn't neccasarily become a burden, like for let's say, Lascannons (etc) , since the Librarian/misc stuff still continous to provide with overall functional end-game goals.
i think this is biggest realization i had with GK. much more so than SM and Chaos is that you need to use abilities ALOT more that synergize. In playing SM and Chaos i get used to the fire and forget mentality. With GK you start stacking their melee buff global and libby purge and other things and the dmg spike is huge!
 
			
					
				Re: GK intorceptor squades
				Posted: Mon 16 Sep, 2013 9:57 pm
				by Torpid
				Wut? Space marine synergies are like, everything they do. They suck at first due to the horrible damage, and they suck alone since their units are so versatile. However that makes them terrifying when they decide to blob up and have an effective counter to everything on hand at all times and then start getting all their inspiration buffs.
			 
			
					
				Re: GK intorceptor squades
				Posted: Mon 16 Sep, 2013 11:11 pm
				by Arbit
				Ace of Swords wrote:they teleport which is instant compared to a jump, sure it's not much but it actually counts, if you react fast enough you can avoid a jump, but you cannot avoid a teleport.
This is pretty important IMO.  It's also good to teleport after a retreating unit and finish it off while under the effects of WatH.
 
			
					
				Re: GK intorceptor squades
				Posted: Tue 17 Sep, 2013 4:56 am
				by ThongSong
				we tried massing interceptors in a 3v3. 
the first time we did it, it worked very well and we roflstomped the opposing team in 10 minutes.
the second game we disasterously wrong. they just got tons of tanks and there was nothing our interceptors could do about it but bleed resources
			 
			
					
				Re: GK intorceptor squades
				Posted: Tue 17 Sep, 2013 5:23 am
				by Kvek
				ThongSong wrote:we tried massing interceptors in a 3v3. 
the first time we did it, it worked very well and we roflstomped the opposing team in 10 minutes.
the second game we disasterously wrong. they just got tons of tanks and there was nothing our interceptors could do about it but bleed resources
But if you had a IG guy who could have bought AV...
 
			
					
				Re: GK intorceptor squades
				Posted: Tue 17 Sep, 2013 5:42 am
				by ThongSong
				Kvek wrote:ThongSong wrote:we tried massing interceptors in a 3v3. 
the first time we did it, it worked very well and we roflstomped the opposing team in 10 minutes.
the second game we disasterously wrong. they just got tons of tanks and there was nothing our interceptors could do about it but bleed resources
But if you had a IG guy who could have bought AV...
 
we went triple GK for the lulz
 
			
					
				Re: GK intorceptor squades
				Posted: Tue 17 Sep, 2013 6:20 am
				by SirSid
				Iv  found a  few flaws  with the build  this is true  vs pure heavey tanks it  has  problems yes  however. I have  been finding that  the  kockback is  out of control. 
Now this is not to say that it needs drastic changes  or anything. the army is all about  synergy, the more  i play them the more  u learn it. They  play like a  "elite" race for lack of a better  term. Eldar  seem to be the closet race from retail to them in a  odd way and  that's whare  my Slight problem with the  intorceptors  is. 
If they could jump 3 or 4  times that would be  dangrous  However  they can jump more than this, 6  if done right with SS sending power. Now  this is even ok in a way however  since they can jump at  0 range  and with the strike squade gaining the  melley global buff the intorceptors  can have free run of the  field since anything in combat with the SS  are  on thare backs. And u can do this EARLY  t2  very early in fact  before a  bloodcruser or  ork walker can be  rushed  ( for the most part this is  not  proven at all right now )  
If they had a  minimum jump range it would still be strong , very strong. But not insane  counter to other melley units  , set up teams  , snipers , range units , light tanks ,commanders artiliary. U get my  point im sure.   
I just feel that  this many kockbacks from 1  unit in a row  is a tad  to hard to deal with for some races  especialy  at the  time in the game  it can be brought to the field. Level 4  sheenz with antarc support and farrseer suport are not this  dangrous . + don't forget  u have the brother captian in thare  doing his thing. 
Ok so all this  talk about how epic is is it dose  have  problems  with tank's. Also in my exparimints have shown that dual Knorn mariens, probley dew to the extra damage they deal to units with that armour can take model losses off the GK's also dual geenstealers did " ok " vs  it however still lost flat out. So mass , and  i mean MASS gobs  and  gobs  of melley units can bring it down. 
I would love to fight  a player  much better than me  with this build  both with it and against it. To see  if  it holds  up, Perhaps  it has not had that hard a game  yet  and  i am missing something.
			 
			
					
				Re: GK intorceptor squades
				Posted: Tue 17 Sep, 2013 6:32 am
				by SirSid
				ThongSong wrote:we tried massing interceptors in a 3v3. 
the first time we did it, it worked very well and we roflstomped the opposing team in 10 minutes.
the second game we disasterously wrong. they just got tons of tanks and there was nothing our interceptors could do about it but bleed resources
With 3x GK i would  of  just grabed  3  purigation units  after the intorceptor  upgrades. Put them in a  blob and tank hunt haha. With 3  they are a huge danger to tanks. should  be  ok to bring out in a 3v3 , long t2  perhaps  but  it's a 3v3  u can get aways  with staling alot eayser  i find. Iv  u can do it in a 1v1  u can do it  in a 3v3
 
			
					
				Re: GK intorceptor squades
				Posted: Tue 17 Sep, 2013 2:07 pm
				by sk4zi
				i also think minimum Range for the port is the best solution.
			 
			
					
				Re: GK intorceptor squades
				Posted: Tue 17 Sep, 2013 3:25 pm
				by saltychipmunk
				Dark Riku wrote:Why not copy past asm into the roster then? ~
They shouldn't be the same. They are quite fine imo.
And yes they can combo well if you opt to go for that particular piece of wargear.
But what's wrong with that?
Well that combo is  at the  heart of the issue  for me . Being able to jump 3 to 4 times in a single match will  completely destroy certain builds focused around  layering suppression or  pulling jump unit traps  .
It isnt just an opt in type thing that changes the play style a little , it fundamentally changes how interceptors work.  they don't just get a little better while inside the CA  their effectiveness can literally double, and no meaningful minimum range is going to change that jumping 4 times  is entirely unmanageable  for    all but the most ridiculously tanky unit setups .
This is why i am worried that simply giving a minimum range  , which  while i admit will fix the immediate issue of multiple in place tele disruptions vs fragile melee blobs , it wont really address that dramatic increase in effectiveness that having a near infinite energy pool and a relatively short cool down  gives .
Dont misunderstand , I would welcome a minimum range, I just think it may not entirely address the issue  that is all.
 
			
					
				Re: GK intorceptor squades
				Posted: Tue 17 Sep, 2013 3:29 pm
				by Dark Riku
				saltychipmunk wrote:well that combo is  at the  heart of the issue  for me being able to jump 3 to 4 times in a single match will  completely destroy certain builds focused around  layering suppression or  pulling jump unit traps  .
 Build something else then -.- You know, like the GK player is building/upgrading in order to counter your build. Try to do the same.
Also they have no minimum range because it's their tp and disruption ability in t2.
 
			
					
				Re: GK intorceptor squades
				Posted: Tue 17 Sep, 2013 3:46 pm
				by saltychipmunk
				So I cant use the two best logical counters to jump units  in t1 because  interceptors out right break that convention so i have to acknowledge any  counters i invest in t1 to counter them  is wasted pop ,  because your best answer is  "build different units to counter them"?
we already have established that  melee blobs get destroyed  by them and  their constant teleporting , they can just port on to ranged units  like shotgun scouts.  CA neutralizes hostile abilities.  they can leapfrog over easily 3 or 4 suppression teams.   they can easily get out of jump unit traps.
the only real thing i see that can  be a threat to them is camping a walker unit by your dudes, but even then all they have to do is ignore the walker and force off the squishy units or ... teleport to a unit not near the walkers.  plus that is a ton power to drop on a relativity  immobile unit like a walker.  Even gk can wear a dread down if they force off everyone around it.
not all the walkers have the fist of the emperor  ability either
			 
			
					
				Re: GK intorceptor squades
				Posted: Tue 17 Sep, 2013 10:25 pm
				by Asmon
				A cooldown on the teleport seems to be the best solution, though I'm not convinced there is an actual issue to address.
			 
			
					
				Re: GK intorceptor squades
				Posted: Tue 17 Sep, 2013 11:48 pm
				by Batpimp
				That Torpid Gamer wrote:Wut? Space marine synergies are like, everything they do. They suck at first due to the horrible damage, and they suck alone since their units are so versatile. However that makes them terrifying when they decide to blob up and have an effective counter to everything on hand at all times and then start getting all their inspiration buffs.
eh i dont think so.
 
			
					
				Re: GK intorceptor squades
				Posted: Wed 18 Sep, 2013 2:48 am
				by Flash
				When they're teleporting away, tying up your layered suppression, they are should be to far away to be supported. Riku is right, in that they change the match up and demand  different counters that what would be traditionally considered. And as you said about being in t1, interceptors in t1 are much more vulnerable due to their lack of disruption. And they are reallllyy expensive to reinforce.