Thursday, July 21, 2011

Grey Knight Interceptor Squads (quickie review)

The first of the two fast attack choices for the Grey Knights, is the Interceptor Squad. These are jump packing Grey Knights. Actually they are just jump packing Strike Squads.

The Interceptor Squad has all the gear, upgrades, psy powers and abilities of the Strike Squad (Strike Squad review if curious). They have two differences: points and personal teleporters.This squad runs five guys base and costs 30 points more than their Strike Squad brethren. They can have up to ten in the squad for an extra cost of 26 points per guy.

They also all come with a personal teleporter, which gives them jump infantry status and all the universal rules associated with it. They can also use their teleporter to make ,up to, a 30" teleport shunt in any direction instead of normal movement. This can only be done once per game. It ignores intervening terrain, units and such. They can not assault after a move like this, but may still shoot or run. This could be used for sort of neat late game objective contest move. Right? Other than that I think it is a pretty lame ability.

They get all the same upgrades at the same cost as the Strike Squad as well. This is the frist unit (not the last either) I am truly disappointed with in this codex. They are just jump infantry Strike Squads. They cut and pasted Strike Squads and then added a jump pack. I see this unit in a future Have you seen this unit? article. Seriously, why bother with Interceptor Squads? Just take Strike Squads and deep srike them if you want  your Grey Knights across the table and standing there for a turn. Yes it is riskier and more random than a teleport shunt. However, it is cheaper, they are troops, and have the same types (and same cost) of upgrades. I really wanted to like Interceptor Squads, but sadly I cannot.

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