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Primaris units


Chaplain Adonael

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I have used Aggressors twice, the first time they just died as I did not have any way of moving them in range of the enemy. Second time I used the "Cunning of the wolf" stratagem and flanked the enemy. Two of them died third turn so I used the ""Lone wolf" stratagem on the last one, who after that created havoc in the enemies rear lines. Just FYI ad-mech robots are not fan of powerfists.  ;)

That said, I do not know if they are good or bad, I will use them a bit more before I incorporate them permanently in to my force.

My Hellblasters have generally performed well. SWs favour close-to-mid-range engagaements and Hellblasters make a good mobile fire-support unit. They lack the range of Long Fangs but have more durability. If the situation warrants it, they are a good candidate for outflanking.

 

Intercessors are OK objective holders and 1 or 2 5-man packs to sit on your home objectives will free up your Grey Hunters to close with the enemy in larger games.

 

Inceptors are a nice unit but I prefer them in a BA army where they synergise better with other jump pack units.

 

Aggressors are OK but feel a bit redundant. At least our Chapter Trait allows them to make better use of their power fists in melee.

 

I don't see Redemptor Dreadnought offering much of value. Our own Dreads are better IMHO.

 

The Repulsor is not a bad tank and carries a bucket-load of firepower on a Flying platform which is always strong in 8th edition. The problem is that you are paying points for Transport capacity when we don't really have much worth transporting with it. I would generally a Stormfang or Stormwolf over the Repulsor but if you are running other Primaris units, you may be able to get some mileage out of it.

My main gripe with Aggressors is that it looks hard to get that crucial double-tap. They need to be standing still and have the enemy walk into LOS within 18" and not charge them. Yes they are great against foot hordes but most horde armies include either some long range weapons or faster units which will make Aggressors a priority target.

 

If you hide them out of LOS, Outflank them or put them in a Transport, you lose the ability to double-tap at which point their firepower becomes a whole lot less impressive. I just struggle to see how to get decent use out of them against a competent opponent.

My main gripe with Aggressors is that it looks hard to get that crucial double-tap. They need to be standing still and have the enemy walk into LOS within 18" and not charge them. Yes they are great against foot hordes but most horde armies include either some long range weapons or faster units which will make Aggressors a priority target.

 

If you hide them out of LOS, Outflank them or put them in a Transport, you lose the ability to double-tap at which point their firepower becomes a whole lot less impressive. I just struggle to see how to get decent use out of them against a competent opponent.

 

Im trying to figure out a use case to using the flamestorms as the worlds most expensive bubble wrap. I was fixating before on making them in your face aggressive but thinking it may work.

 

I dont tend to use huge squads atm so using even 3 to protect a flank of say long fangs could work. Hell even outflanking them with another squad with the same speed bump positioning could be very interesting.

That could work if you know you are facing units that want to charge you like Orks or Daemons (I could have used some against Blood Letter bombs last week in fact :tongue.:).

 

My concern is that is too situational for a TAC list and I feel bad tailoring my lists to my opponents.

That could work if you know you are facing units that want to charge you like Orks or Daemons (I could have used some against Blood Letter bombs last week in fact :tongue.:).

 

My concern is that is too situational for a TAC list and I feel bad tailoring my lists to my opponents.

 

I hear ya, I think they are likely versatle enough to shift gears a bit in a TAC list. I don't want to go too far off topic but I'm getting less and less reluctant as an Astartes player to list tailor though as 8th presses on. The spread between knights and orks as list types really makes it difficult for us "masters of none".

Intercessors should reliably negate the Boyz armor save unless they get an option to improve it that I missed. That -1 AP from BR's on a 6+ is going to really lay on the hurt. The rub is, I did not read carefully enough to see if the Boyz can spend points to improve their save. If not, Intercessors should truly shine at mushroom squishing in a fight.

I agree with Wispy. Keep advancing them. Hell charge them if you can do it safely. Advancing with 6+d6 shots per model, powerfists, and, if you have to hold an objective, you get double shots? I charge them in like proud Sons of Russ.

 

Sadly mine are painted green but I have a new batch coming

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