dtse Posted August 29, 2017 Share Posted August 29, 2017 Anyone experience with aggressors? Link to comment https://bolterandchainsword.com/topic/338788-aggressors/ Share on other sites More sharing options...
aura_enchanted Posted August 29, 2017 Share Posted August 29, 2017 i built some aggressors, thats about all i got for ya man im sorry. they seem to be a good counter to mid sized melee squads (so like 10-15 models) for example like ogryn that got pressed to melee, sisters repentia, smaller squads of boys, guardsmen, or lesser tyranid biomorphs such as termagaunts. being able to double tap flamers or heavy bolters before they soften them up for fist action makes them rather good at handling these more conventional blobs though i image they start to not proove as effective against large blobs such as blob conscripts, or blob boys of 20+ models. with about 17 probably being the sweet spot where they start to be a lot less effective. their capacity to act as a breakwater against the more numerous units makes them really good. i also imagine they would be reasonably well suited to clear out charging chaos marines like raptors, or black templar crusaders something like this Link to comment https://bolterandchainsword.com/topic/338788-aggressors/#findComment-4870973 Share on other sites More sharing options...
Madmonkeyman Posted August 29, 2017 Share Posted August 29, 2017 Love my aggressors. I've used them for about 6 games now including a one day tournament. Opponents always underestimate them. They are really good as a gun line defence next to a chapter master and staying in cover. Things are usually trying to charge a gun line so I've never had a problem with the 18inch range, The key to using them is that they have to stay still so they get to double fire. Their power fist are great with rerolls as well for units that get too close. So as for flamers or bolters its up to what you are going to use them for. I personally think the bolters are much better. You get 32 + 6d6 S4 shots when you stand still which is crazy from a unit of 3 guys. You are much more likely to stay still with an 18inch range and you can usually double fire every turn. The flamers are very short range and people are not going to just stand within 8 inches very often so you will be moving with them ( so half shots), and if you advance to get into range you can't charge. They also don't benefit from re rolls to hit from the chapter master. Im not sure how good a unit they are for other rolls apart from defence. They seem a bit slow to do much else and if they are moving they are only half as effective. Link to comment https://bolterandchainsword.com/topic/338788-aggressors/#findComment-4871148 Share on other sites More sharing options...
Frater Cornelius Posted August 29, 2017 Share Posted August 29, 2017 Tried them. I love them, but they were useless every game. First thing to die with minimal effort. No durability for their cost. For now I hsve excluded them :/ Link to comment https://bolterandchainsword.com/topic/338788-aggressors/#findComment-4871158 Share on other sites More sharing options...
Madmonkeyman Posted August 29, 2017 Share Posted August 29, 2017 Well they are only T5 with 6 wounds so i agree they are not crazy durable. I usually put mine in cover next to the dark shroud + azrael to make them last longer. I just tend to find most people don't bother targeting them as there are usually higher priorities. If they do target them early game then they are not killing something else more important. These guys are hear to clear out light armoured hoards and punch stuff to death. So i guess the same role as a dakka redemptory dread but less expensive but less durable. Link to comment https://bolterandchainsword.com/topic/338788-aggressors/#findComment-4871204 Share on other sites More sharing options...
Komodo Posted August 29, 2017 Share Posted August 29, 2017 My main concern with new Primaris units that they lack cheap transportaion. Repulsor costs basically as LR, it get's expensive real quick. Teleporting them is not the best option either. And all units are short-mid range. They cannot leap like GK can. Devastator squad is superior to that matter. Long range, no need to move, cherub for extra punch, pack them with las-plas and you're good to go. Link to comment https://bolterandchainsword.com/topic/338788-aggressors/#findComment-4871395 Share on other sites More sharing options...
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