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Primaris Inceptors vs Aggresors


BloodWolves

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Which would you take? I like the Boltstorm Gauntlets but playing with 1250pts.. I seem to be lacking some mobile firepower. I'm looking at taking 1 or 2 units of either.

 

*And 500pts is taken up out of the 1250pts.. Its not optimal but its an Imperial Knight Crusader*

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Well, flying plasma definitely fits the bill of mobile dakka and you can Kit the inceptors out to face hordes just as well, but at 1250pts, you need to go large on target saturation. Do you have any other units that could serve as alternative priority targets to the flying units?

Why not both?

 

Plasma Inceptors are solid and can do decent anti-armour work; Boltstorm/Fragstorm Aggressors do a number on infantry, with a few bonus Power Fist attacks if they're up close.

 

Six Plasma Inceptors comes to about 600pts though, so at 1250pts you'd probably want maybe one unit of four, which is only 350ish. Two units of three Aggressors is only 222pts, so they aren't breaking the bank. With those together (four plus two units of three) you'd be looking at about 600pts, plus the 500 you have pre-allocated, still leaves you with about 150pts for some flex.

My opponent has an Ork army and Necron Army.

I would like to have a Librarian in case he has any psyker shenanigans.

Plus I would like to focus more on Primaris stuff (maybe not HQ yet) as thats the way GW is going.

Majority of my stuff comes from Dark Imperium and Tooth & Claw.

Im running Ultramarines.

Also I understand that the list will change as soon as Shadowspear comes out.

 

I have these models currently to pick from:

 

 

HQ:

Primaris - Captain, Lieutenant

Normal - Librarian and Chaplain

 

Troops

3 5 man Units of Intercessors

2 10 man Units of Tac Marines (any weapons)

1 5 man Unit Sniper Scouts

 

Elites:

1 Aggressor Squad

1 Redemptor Dreadnought

1 Venerable Dreadnought

1 Unit of Reivers

1 Primaris Ancient

1 Primaris Apothecary

 

Fast Attack:

1 Unit of Inceptors

 

Heavy Support:

1 Unit of Hellblasters

 

Lord of War:

Knight Crusader

 

Armiger Warglaive*

Armiger Helverin*

*In process of buying*

Heres a quick 700 (lets you customize the Tacs and add heavy weapons or other tid bits as you chose) I prefer a infantry heavier list but the Crusader will be soaking shots your Dreadnoughts couldn't survive or vis a versa they will be going for the dreadnoughts and the Crusader should be walking up into melee anyway shooting any anti-tank units on the way in. Librarian will be good for buffing the noughts' Try to keep the Captain screen by the noughts so they get his aura buff.

 

 
++ Battalion Detachment +5CP (Imperium - Space Marines) [45 PL, 700pts] ++
 
+ HQ +
 
Librarian [6 PL, 96pts]: Force stave
 
Primaris Captain [6 PL, 82pts]: Master-crafted auto bolt rifle
 
+ Troops +
 
Intercessor Squad [5 PL, 85pts]: Bolt rifle, 4x Intercessor, Intercessor Sergeant
 
Tactical Squad [5 PL, 65pts]
. 4x Space Marine
. Space Marine Sergeant: Boltgun/Bolt pistol
 
Tactical Squad [5 PL, 65pts]
. 4x Space Marine
. Space Marine Sergeant: Boltgun/Bolt pistol
 
+ Elites +
 
Redemptor Dreadnought [10 PL, 155pts]: 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon
 
Venerable Dreadnought [8 PL, 152pts]: Twin lascannon
. Dreadnought combat weapon w/Storm Bolter: Storm bolter
 
Total: [45 PL, 700pts]

So im getting run 2 dreads vs Aggressors or Inceptors? Is it better to have that unit with multi wounds vs a unit of 3?

 

Would Venerable Dreads be more efficient vs a Redemptor due to the fact that there is no degrading scale and at least a minor chance for a FNP?

Dreadnoughts add ranged firepower. Also, either the knight will distract from the dreadnoughts, or the dreads from the knight.

The ven dread adds anti tank fire, while the redemptor adds anti-infantry/-horde fire.
 
You could alternatively go with an all infantry army list, but that would allow the enemy to concentrate their antitank weapons on the knight.
 
 
The other units available to you tend to have specialised roles (and/or flaws) which make them less usefull for the army:

  • Agressors are a very defensive unit - they will not be very usefull unless the enemy gets close.
  • Inceptors are more of an offensive unit - but they'd just add heavy bolter equivalents with shorter range. A tactical squad w/heavy bolter would cost less pts.
  • Reivers - depend on the terrain. They can do a number on enemies in meelee, but getting there is their problem. A waste on a flat table, but excel in urban environments.
  • Scouts with snipers - are great for picking out enemy characters and sitting on objectives, but even with cover, they tend to die quickly (unless ignored).
  • Hellblasters - would add ranged firepower, but are imho too costly for what they would do in this list. You could get more bodies via tactical marines or intercessors instead.
  • Ancient and Apothecary - being characters, their point cost is suboptimal with the low amount of infantry. Would be usefull if running all infantry though.

 

I would suggest adding one (or more) heavy bolter(s) to make use of the hellfire shell stratagem.

If your enemy uses flyers, a missile launcher + flakk missile stratagem could be usefull too.

 

 

Heres a quick 700...

 

I think I would have arrived at a similar list. Looks solid.

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