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Primaris Units/ vehicles, wishtheory list


Triszin

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I just hope that if we get a unit with shields it will be a Troop choice. I'd replace all my Intercessors with them to make my guys even more Knight themed. :tongue.:

You just know it'll probably end up being an elite choice :sad.:

 

 

Yeah probably ... because we don't already have enough Elite choices. Last time I counted it was something like 25 without FW for my Blood Angels and only 8 for my T'au lol

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I honestly dont understand why Reivers arent a troop choice, as Elites they are outclassed and not very useful as their weapons and stats are equal to Intercessors but if they were troops then Reivers could at least be an option for other playstyles. I guess we will just have to wait and see how the expanded range looks like but I would also hope for another troop choice because Intercessors are painfully generic.
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Rievers are a unit like the Repulsor. We only got half of their described capabilities.

 

Make there blades powerful. They were described as more than just combat blades. They have disruption fields and let's see it realized.

 

I also think we need to see the stealth characteristics brought to the table top more. Make them even harder to shoot at.

 

Then they will start to be more worthy of an Elite slot.

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I honestly dont understand why Reivers arent a troop choice, as Elites they are outclassed and not very useful as their weapons and stats are equal to Intercessors but if they were troops then Reivers could at least be an option for other playstyles. I guess we will just have to wait and see how the expanded range looks like but I would also hope for another troop choice because Intercessors are painfully generic.

 

Reivers, as they exist today, should be troops. But I'm fine with keeping them in the Elite spot if they actually earn that position and live up to their namesake. It's a theme I've been pretty hung up on lately - all Primaris units have a very specific, intentionally selected name, and they all more or less (mostly less) try to live up to that name through special rules and wargear. 

 

But the Reiver isn't very disruptive, and their bonus rules and wargear are quite situational. They need some AP on those blades, greater range on their grenades, longer lasting impact on the grenade effect (so it applies for the opponent's next turn as well), the ability to target characters with their pistols even if they aren't the closest unit, and they need a greater, more relevant impact from terror troops. I posit terror troops should require a unit to take an old school LD test in order to fall back. That makes Reivers actual threats that must be dealt with lest they continuously debuff and tie up important units, and they have decent potential for taking out characters. Their threat therefore comes from those abilities and their deployment options, and less from just dishing out the same damage an Intercessor can do. I think that would make them worth their elite slot and help them live up to the fantasy of Reivers. 

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Reivers are Elite because it's the dump section. Troops, Fast Attack and Heavy Support all have specific battlefield roles in their name and everything else that's not one of these gets put into the Elite section.
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Rievers are a unit like the Repulsor. We only got half of their described capabilities.

 

Make there blades powerful. They were described as more than just combat blades. They have disruption fields and let's see it realized.

 

I also think we need to see the stealth characteristics brought to the table top more. Make them even harder to shoot at.

 

Then they will start to be more worthy of an Elite slot.

I LOVE the Repulsors. If they get a point drop I'll love them more

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Actually a deep strike Stratagem for Repulsors would be great. Finally some Stratagem support for Primaris and GW wouldn't have to change anything about the Repulsors Datasheet or points lol

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Rievers are a unit like the Repulsor. We only got half of their described capabilities.

 

Make there blades powerful. They were described as more than just combat blades. They have disruption fields and let's see it realized.

 

I also think we need to see the stealth characteristics brought to the table top more. Make them even harder to shoot at.

 

Then they will start to be more worthy of an Elite slot.

I LOVE the Repulsors. If they get a point drop I'll love them more
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  • 2 weeks later...

Have I mentioned ....

 

 .... One man portable Heavy Gatling Cannon.

 - Intercessors

 - Reivers

 

 

I'd add it as a Heavy Support specialist ....  but there just can't be that much lead to farm can there?

 

 

 

 

(just trying to think of non OldMarine equipment that adds something to NuMarines and yeah anti-tanks been mentioned  FEW times along this road ;))

A new unit called dakkabois that have Gatling cannons

And one with las rippers

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I really hope GW brings a Veteran unit armed with really weird guns, like Disintegrator rifles and grenade launchers with special ammo, something like a nod towards legion destroyers.

Always thought it was weird that Intercessors weren't carrying heavy bolt pistols and the fragstorm variety of grenades over the baseline components.

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I really hope GW brings a Veteran unit armed with really weird guns, like Disintegrator rifles and grenade launchers with special ammo, something like a nod towards legion destroyers.

Always thought it was weird that Intercessors weren't carrying heavy bolt pistols and the fragstorm variety of grenades over the baseline components.

Almost like Primaris can use "old" equipment without hassle, and that the divisions and restrictions are arbitrary.

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I really hope GW brings a Veteran unit armed with really weird guns, like Disintegrator rifles and grenade launchers with special ammo, something like a nod towards legion destroyers.

Always thought it was weird that Intercessors weren't carrying heavy bolt pistols and the fragstorm variety of grenades over the baseline components.
Almost like Primaris can use "old" equipment without hassle, and that the divisions and restrictions are arbitrary.

That's one conclusion.

 

I had just taken it as a missed opportunity to "Cawlify" all of their gear.

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I really hope GW brings a Veteran unit armed with really weird guns, like Disintegrator rifles and grenade launchers with special ammo, something like a nod towards legion destroyers.

Always thought it was weird that Intercessors weren't carrying heavy bolt pistols and the fragstorm variety of grenades over the baseline components.

 

 

Another example of mediocre unit design. The weapons and gear have negligible in game differences between Intercessors and Reivers. There is no reason for the Bolt Carbine. Both should be using Heavy Bolt Pistols and versions of the Bolt Rifle. Both should have access to a -1AP Combat Blade. The Reiver should have Infiltrate or coming on off a table edge added to their rules because as of now there is nothing "stealthy" about the so called silent Phobos armor. 

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Rivers can outflank with the grapnel launchers (which should be a free upgrade), and can deep strike with gravity chutes. The problem is that even with those upgrades they just aren't very good.

Exactly. But they don't need to be killy to be good. Better and more consistent effects from the grenade and terror troops would make them better and would not require any change to their kit.

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i'd say:

 

make rievers be Movement 7 - their armour is described as being more light weight and agile.

give rievers scout or infiltrate as standard and reduce cost of grav chut and grapnel to 1ppm

make combat blades be -1 AP so that they're a legitimate option.

give them a grenade launcher so that their special grenade is actually useful.

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If I were to fix Reivers I'd go with:

  • combine grapple hook and grav chute as a 1ppm option for both together
  • AP-1 on the blades
  • something to make it a lot harder or even impossible to fall back from them (forces the enemy to actually re-position and deal with them -> creates the chaos in the enemys lines they are supposed to cause)

The last point could be easily done without any additional special rule by changing fall back into requiring a LD test by default since they already provide a LD debuff ... maybe increase the debuff to -2 even.

 

That way they could actually deal some damage in melee and even without bursting unit after unit away they'd be annoying as hell to have behind your line so you'd be forced to deal with them more than just pointing any unit that has nothing important to do at them once and then be done with it.

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I think those fixes for reivers are reasonable if they become a troop choice. Its just really hard to justity running a harrassment unit in the elite slot imo.

 

I also think that it if a unit is hit by their shock grenade, it should have a penalty that makes CCW -1 AP better against them. Its not a huge buff but it is something that can do to boost the power.  

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If I were to fix Reivers I'd go with:

  • combine grapple hook and grav chute as a 1ppm option for both together
  • AP-1 on the blades
  • something to make it a lot harder or even impossible to fall back from them (forces the enemy to actually re-position and deal with them -> creates the chaos in the enemys lines they are supposed to cause)
The last point could be easily done without any additional special rule by changing fall back into requiring a LD test by default since they already provide a LD debuff ... maybe increase the debuff to -2 even.

 

That way they could actually deal some damage in melee and even without bursting unit after unit away they'd be annoying as hell to have behind your line so you'd be forced to deal with them more than just pointing any unit that has nothing important to do at them once and then be done with it.

I don't think we're going to see a change to the entire fallback mechanic. Though I do agree that the mechanic you describe is easy to implement. I think it should just be a part of the terror troops or shock grenade rules.

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