Aothaine Posted March 26, 2018 Share Posted March 26, 2018 So I was building a list that revolved around 6 max size Aggressors, I really like the bolter profile, and noticed that they suffer no penalty when advancing. This made me think of White Scars. As you guys can add 2" to all advance rolls. This is pretty sweet imho and can help the Aggressors get into firing positions very quickly. I was wondering if any of you white scars players had any experience using Aggressors. Thanks in advance! Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/ Share on other sites More sharing options...
breng77 Posted March 28, 2018 Share Posted March 28, 2018 I've used them a few time. It makes them quite fast basically base move 8", since unless you want to assault you will advance which is minimum 8" so very reliably quick. Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/#findComment-5042933 Share on other sites More sharing options...
Aothaine Posted March 29, 2018 Author Share Posted March 29, 2018 Yeah I would imagine so. Did you use them as assault units or did you use them as a fire base? Just curious. How did they perform walking up the table? Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/#findComment-5043931 Share on other sites More sharing options...
breng77 Posted April 2, 2018 Share Posted April 2, 2018 Mostly shooting, they are ok in the assault against things like vehicles, but they really lack a quantity of attacks to be a true assault unit. As for walking up the field they are good, they can get into range quickly especially with the approved advance. I think there are some other chapters that use them a bit better, but white scars do ok. Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/#findComment-5046179 Share on other sites More sharing options...
Aothaine Posted April 2, 2018 Author Share Posted April 2, 2018 Fair enough. Thank you for the reply. ^_^ Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/#findComment-5046299 Share on other sites More sharing options...
Claws and Effect Posted May 2, 2018 Share Posted May 2, 2018 Mostly shooting, they are ok in the assault against things like vehicles, but they really lack a quantity of attacks to be a true assault unit. As for walking up the field they are good, they can get into range quickly especially with the approved advance. I think there are some other chapters that use them a bit better, but white scars do ok. They're best as Raven Guard. Being able to drop them in shooting range 1st turn so they can fire twice is stupid good. I'd say Scars are probably a close 2nd. Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/#findComment-5070301 Share on other sites More sharing options...
breng77 Posted May 2, 2018 Share Posted May 2, 2018 I think Ravenguard are by far the best between -1 to hit and strike from the shadows. With Scars a distant second, but probably solidly above the other choices, Imperial Fists might be 3rd best. That is if we are talking about codex marines anyway. Ultra Marines are probably up there as well if only for RG. Dark Angels, Space Wolves and Blood Angels are also strong choices for Aggressors, that are on a level with White Scars or maybe slightly above. Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/#findComment-5070659 Share on other sites More sharing options...
Brother Navaer Solaq Posted August 22, 2019 Share Posted August 22, 2019 with the new codex... Are aggressors now good for white scars? I was also wondering if a 3 man unit of aggressors a good bodyguard (soaking of enemy fire) for librarian? I usually used scouts, but they die easily. Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/#findComment-5372292 Share on other sites More sharing options...
CCE1981 Posted August 22, 2019 Share Posted August 22, 2019 If you can get your Aggressors in a good position they will pull weight. One tactic you can use with them is use the Stratagem Encirlement. I used Deathwatch in the past, let me tell you that dropping 5x Aggressors and shooting that much after moving into your opponent has given me forfeits. Encirlcement allows Aggressors to get to where they need to be +1 wound increases survivability, doubling it against damage 2! +1 attack powerfist attack makes the unit scary in close combat White Scars Doctrine makes their damage 2-4! Firestorm rewording means you shoot twice in Overwatch! Yeah Aggressors were great before and outstanding now! Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/#findComment-5372350 Share on other sites More sharing options...
Brother Navaer Solaq Posted August 23, 2019 Share Posted August 23, 2019 @CCE1981. Do you equip the aggressors with the frag launcher when you run a large squad? i am trying to determine if aggressors is something i can use rather than tactical terminators in a heavily scout & scout bike army. I am still on the fence about using the aggressors vs tactical termiantors. Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/#findComment-5372870 Share on other sites More sharing options...
CCE1981 Posted August 23, 2019 Share Posted August 23, 2019 Your choice is between the Flamestorm Gauntlets OR Autoboltstorm Gauntlets and Fragstorm Grenade Launchers. I prefer running 5-man Autoboltstorm Gauntlets and Fragstorm Grenade Launchers. Comparing 5-man squads of each assuming 1CP for the Aggressor squad to out flank: (Guns are same str and AP) Aggressors as I prefer to load them: 185 pts 30 + 5d6 assault shots at 18” range if they don’t move the next turn and in Overwatch double the shooting 16 x Powerfist attacks / 21 if charged or was charged 15 wounds T5 3+ / No invuln Tactical Terminators basic loadout: 165 pts 20 shots 3x Power Sword Attacks + 8 Powerfist / 4x Power Sword + 12 Powerfist attacks charged/ was charged 10 Wounds T4 2+ / 5++ Against d2 weapons you double the amount needed to kill them, higher toughness means fewer wounds taken against Str 4, 5, 8, and 9 weapons of which there is an abundance. I’ve run them as Deathwatch prior to the buff they received here. Without firing twice they are incredibly brutal, I took them in a Intercessor Squad(Deathwatch thing) combat squaded them and teleported them in, usually close to a board edge, mostly only place they could fit because the battle moved to the center. With the firepower they threw out arriving my opponents usually gave up. They would be brutal to uproot. Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/#findComment-5372883 Share on other sites More sharing options...
Rommel44 Posted August 24, 2019 Share Posted August 24, 2019 In currently debating on getting a unit if these guys to put in a Repulsor with Kor'sarro Khan and a Primaris Lieutenant. Basically the plan is to have: * Kor'sarro * Primaris Lieutenant * 4x Aggresors w/Flamestorm Gauntlets * Repulsor Overall a solid loadout that can pack a punch in CC and one that Kor'sarro Khan and the LT can contribute to significantly with the rerolls of 1's for hitting and wounding in CC. Thoughts? Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/#findComment-5373435 Share on other sites More sharing options...
MeltaRange Posted August 26, 2019 Share Posted August 26, 2019 In currently debating on getting a unit if these guys to put in a Repulsor with Kor'sarro Khan and a Primaris Lieutenant. Basically the plan is to have: * Kor'sarro * Primaris Lieutenant * 4x Aggresors w/Flamestorm Gauntlets * Repulsor Overall a solid loadout that can pack a punch in CC and one that Kor'sarro Khan and the LT can contribute to significantly with the rerolls of 1's for hitting and wounding in CC. Thoughts? Personally, I think that's way too many eggs in one basket. I do think Ultramarines can make something like this work since they can disembark and still double tap, but even then I'm more of a fan of just a Repulsor + 5x Aggressors. Not to mention that they have access to Rapid Redeployment and Tigirus, and once the Aggressors are delivered they are scarier. (move and double tap, better support characters, better synergy on the relic banner) As for White Scars, I'd still rather see 5x Aggressors in the Repulsor. In this setup I'd keep the Repulsor bare bones to keep it all under 500 points. This way you can Advance, pop auto-launchers, and play Ride Hard Ride Fast for a sweet -2 to hit, but not cry too much about losing a turn of shooting from the Repulsor. (you can still charge it in to soak overwatch/tie up a shooty unit if you want!) Throw Kor'sarro in an Impulsor (w/ Shield Dome) alongside 5 Veteran Intercessors (w/ MC Thunder Hammer) and take a Relic Contemptor to keep pace and provide Wisdom of the Ancients if necessary. Link to comment https://bolterandchainsword.com/topic/345590-white-scars-aggressors/#findComment-5374853 Share on other sites More sharing options...
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