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Haven't tried any of them yet, but to me, the best primaris unit to synergize with the Wolves aggressive playstyle are the Reivers. I just bought a box of them, will use them like terminators, except a bit more squishy and with those grappling hooks, go after cover campers. They can also effectively deep strike by buying grav chutes. (freaking paratroopers for the win), and with their primaris statline, the only thing they can reasonably CC most stuff. Weakness being no option for power weapons, but one should use them to harrass low to medium priority targets. Leave the big monsters and elites to Wulfen and terminators.

 

Aggressors frankly look very cool, what a Centurion should be in the first place. Only problem is mobility, which GW is forcing you to buy repulsors, which is a slighly buffed up Land Raider capable of transporting Primaris. But their weapons are strictly anti-horde or medium infantry, with their best AP being -1 I think. Still, if we ever needed more dakka midfield, the Aggressors are definitely tougher and pump out more shots than Long Fang heavy bolters. But Long fangs can take a rhino/razorback to ferry them around where Aggressors can't without taking a LR price vehicle.

*note the following is from just theorizing and reading the entries, I haven't had a chance to actually use the units yet)

 

Imo primaris still suffer from a lot of issues and most of their units have better options to take instead.

They suffer from the GK/DW problem of being a more expensive marine that dies like any other marine, esp with the apparent popularity of plasma weapons which negate the main defensive difference of 2 wounds.

 

Reivers are ok but suffer from deploying outside of range of their grenade, having no ability to help make the instant charge and lack power weapons so they will suffer against anything but chaff. If I want to kill chaff I would rather just have a bunch of guns then cc troops.

 

Intercessors are fine and serve a purpose defending objectives by being the cheapest 10 wounds we can put on the table. In which case I would keep their default guns, yes 6" more range is nice but I think being able to double tap if someone comes by to take your objective is more valuable.

 

Aggressors certainly have an impressive amount of shots but having no ap and only str 4 means they exist to kill chaff. Which granted is something a small elite Primaris army probably needs. Range is limited tho and not being able to fit in an affordable transport is a big negative.

A Comparable unit to Wolfguard Bikers with Stormbolters, where its a choice between the speed and extra wounds of the bikers or the safety from 6" more range on the Aggressors. 

(assuming both moved, else the Agressors obv win out with double shots)

 

Interceptors, less shots then the Agressors but more mobile, the extra str and ap is nice against more elite infantry but imo Agressors are better. The plasma version is hilariously expensive tho avg 4 plasma shots per model is nothing to sniff at. Sadly it just means the unit dies immediately and if I want suicide plasma guns I will get them from the Imperial Guard.

 

Hellblasters, same problem as the Plasma Interceptors in that there is a giant target painted on their head but you can bring more then double the models for the same price.

The Assault version is imo the best choice, less strenght is compensated by double the shots, The Rapid Fire version is only better at 15" and that means buying a transport for them.

If your considering the Heavy version, why are you not getting Plasma Cannon Longfangs?

 

Hellblasters and Agressors are the 2 best choice imo but I already take 2-3 squads of Plasma Greyhunters so I don't think I want even more with the Hellblasters.

I'm interested in trying out Agressors as a substitute to stormbolter bikers tho I suspect the bikers will win out with more durability, esp with cheap stormshields.

Edited by Deadnaughty

I am playing about with Hellblasters and they pack a wallop. I actually prefer the Rapid Fire version as S8 when overcharging can make a big difference against tough targets and you still get your 2 shots out to 15" range. They have also come down in price from the Index and we can take advantage of the savings by using the sheet below, even without buying the Marine Codex.

 

http://www.warhammerdigital.com/Downloads/Product/PDF/rules/ENG_Primaris_Marines_Release_04_July_29th_R853nm.pdf

 

They do have a big bullseye painted on them as well as the usual risks associated with overheating. I like to run them on foot with Bjorn (for rerolls) and a Rune Priest to cast Stormcaller so they all (and any other nearby units) count as being in cover. This goes a long to bolstering their survivability.

Geronimo!

 

Anyway, even if the grenade can't hit when deepstriking, the fact it can still appear all over the board is enough to justify using it as slightly better scouts. Currently my beef with Primaris marines is how they're too fat or haughty to even fit in a freaking Land Raider let alone drop pod, and have to rely on the bastard child of a land raider and land speeder to get around.

 

And I definitely won't use them against elite units, they'll be going after the backyard campers or if your opponent is really dumb, a character unit hiding cowardly behind his troops only to meet the smiling faces of the Reivers. If the Reivers need special weapons or power weapons, the wolf scouts can always show up at same time and location.

 

with their very decent number of attacks even if AP0, Reivers shouldn't have trouble ganging up on backyard HQs.

 

Might as well take the grappels since devastators are always hiding on top of ruins too. If it runs too expensive, I'll just run a group of 5. They don't have to kill the devastators, just tie it up for a turn or two. 

I got a game in yesterday with my primaris wolves against vehicle heavy imperial guard. Here are my observations.

 

Intercessors are good, even without the grenade launcher. They are great at holding objectives with a little bit of support. Giving them storm caller buff makes them fantastic objective campers. I played aura wolves so they had +1 leader ship and rerolls to wound with lieutent and they were able to rip wounds where necessary and were hard to shake from objectives.

 

Hellblaster were more versatile than my long fangs, but I kinda wish I had more lascannons. Will test with the basic guns instead of the heavy variant next time.

 

Redemptor dreadnoughts are fun and hard hitting when they finally get to a targe. I do, however, lament that they have the degrading system instead of the normal system, but you can't have everything.

Hellblaster were more versatile than my long fangs, but I kinda wish I had more lascannons. Will test with the basic guns instead of the heavy variant next time.

I think I prefer the basic guns too. The range difference is pretty much covered by the fact that they can move and shoot without penalty and the double-tap within 15" is pretty brutal.

 

My usual approach is to walk them up the board with Bjorn or a Wolf Lord to reroll 1s allowing them to overcharge with minimal risk. The heavy version is too risky to overcharge if you move.

 

I am not sure about the assault version. OK you can Advance and fire but since it has 6" shorter range, this is not much of a bonus and it has lower strength. It only beats the regular Incinerator in the 15-24" band. Basically I think the regular Plasma Incinerator is the best all-round option unless you want something specific from the squad.

Reivers are by far my favourite so far, drop them with wulfen and njal for shenanigans.

 

You can either have em close for the reroll charge or have them go in against the same target as the wulfen for 41 attacks if using combat knives.

 

Also their grenade synergies brilliantly with tempests wrath. That means for a full turn an enemy unit is at -2 to hit (abaddon hitting on 4's instead of 2's? Power fist style weapons being a -3 from their profile?)

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