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I personally like the weapon , not so much the points that jump pack adds to them, and Raven Guard do most their work out of the Tactical Phase so Bolter Inceptors work better for the Sons of Corax.

 

Not so sure they pay much for the Jump Pack at all.

 

Hell Blasters are 3 points more per man than Suppressors and the guns are pretty comparable Range vs AP, Rapid Fire vs Heavy, and Supercharge vs Supressing Fire.

 

If they were 5 for 150 I'd be all over them.

 

Rik

Good points, especially the limit of three. That’s something easier to get away with say Eliminators, but Suppressors durability isn’t exactly comforting either. Still as. Raven Guard player is rather spend points on Inceptors for the synergy. For other Astartes they might just edge out the Inceptors. Which is the unit I personally compare them to for list building.

I personally hope that everyone continues to trash them, so that I can continue to fly under the radar with them.

 

A funny story about their guns, according to a discussion with the models’ designer on the official 40k podcast Voxcast, the only reason they have the accelerator auto cannons is because it was a slender and visually light weight weapon that fit the aesthetic of how he imagined Vanguard flyers.

Good points, especially the limit of three. That’s something easier to get away with say Eliminators, but Suppressors durability isn’t exactly comforting either. Still as. Raven Guard player is rather spend points on Inceptors for the synergy. For other Astartes they might just edge out the Inceptors. Which is the unit I personally compare them to for list building.

They don’t fulfill the same role as inceptors at all. Inceptors have heavy bolters, suppressors have autocannons. Would two dreadnoughts equipped this have different battlefield roles? Of course they would.

 

Their extreme long range is where their durability comes from. For example, as a salamanders player, are you going to bring your shooters close enough to engage my six shots per turn gunline unit all the way in the back corner.....even if it means you’re closer to, and ignoring shooting, my flamer aggressor core backed by melee characters?

I’m not saying they are bad, just please remember context for my post though. I feel as a RG player they don’t perform a function that performs as well as Inceptors do for Raven Guard. RG want to be in the Tactical Doctrine as qhickly as possible. Which is a shame because ... Eliminators should be a signature unit for RG in my opinion. I digress. Suppressors do their best work in the Devestator Doctrine, their low model/wound count and comparative toughness make them a less synergetic choice for a RG player.

 

Suppressors are great versus elite troops not so much anti-tank in the Tactical Doctrine. Range isn’t much of a survival technique in my opinion. It’s one reason I’m not a fan of the Stealth CT but that’s another story. Again I’m not disparaging Suppresors. I think they’re fine in the right army in the right build ... just not for Raven Guard.

I'm taking a couple of squads to a tournament this weekend, so I'll be able to report on how they do. They seem decent to me, as a Crimson Fist player. I definitely agree that their utility is radically different for the different chapters though. They look great for Iron Hands and Fists, but pretty average for anyone else.

 

I'm taking a Brigade, and that's also a factor. By bringing a couple of units of suppressors and some scout bikes, I've filled out my fast attack with pretty useful-looking units that don't cost much. In other situations though their forced small unit size is a problem. They aren't a good target for buffs, for example, because only 3 models will be affected.

 

One thing that I'm curious about is how useful it is to just have some guys with jump packs and a reasonable amount of movement. In objective games and against gunlines there are times when the ability to move quickly and potentially tie things up can be useful. I don't know if that will come up in reality, but it's a consideration.

One thing that I'm curious about is how useful it is to just have some guys with jump packs and a reasonable amount of movement. In objective games and against gunlines there are times when the ability to move quickly and potentially tie things up can be useful. I don't know if that will come up in reality, but it's a consideration.

The brigade factor is definitely a huge one, they are an extremely cheap fast attack unit that can actually kill things all game.

 

Your second point is where they really shine for me. Having autocannons that can get in cover and on top of buildings is great, but having a unit with 12” move that can ignore terrain to grab late objectives has come in handy almost every game I bring them.

 

I understand that some people scratch their heads at these things, but they’ve obviously never played with them and are just bench racing. I didn’t get them until I actually played with them. If you are playing all primaris, they are absolutely a no brainer for a brigade or really fast units.

 

In fact, I think they are the fastest primaris infantry?

Edited by SallyForth

Suppressors are great for Iron Hands. They want to stay in Devastator Doctrine anyway, and IIRC they don't get the penalty for moving and shooting.

 

If I run them with my Raven Guard I tend to keep them still on turn 1 for more efficiency, then use them as a mobile harrassment unit turn 2 on.

The only phase where they do not shine is the psychic. Great at character assassination. Creative and crafty generals can really get mileage out of them. The "suppression" fire is a cute idea but rarely makes a difference in my games. If they are loosing models I am probably killing em with bullets anyway! If it worked on knights. . .

Well in my Oppinon they are pretty much useless.

They lack damage output and try to fulfil a Role that Space Marines really don't need.

Hellblasters are better for the Job

 

And the Models are absolute ugly.

I can't disagree more. Except for the last point, because looks are subjective so ultimately irrelevant.

 

I find Hellblasters are far more expensive, lack durability for the points, and are much riskier. I don't even run them any more given how much of a trap they are.

 

Suppressors on the other hand were pretty reliable at their point cost in a brigade.

My three squads shined again in my itc practice game today.

 

My busiest squad was everywhere. Turn 2 I had them pick off some sanguinary guard to deny overwatch, and my aggressors charged them and killed all but one of them. Turn 3 I moved them forward to get into position to shoot a blood angels character hiding in L terrain....didn’t kill him but got him to two wounds. His next turn, he blew away the intercessors holding an objective in my deployment zone, so my turn 4 advanced the Suppressors onto that objective. Turn 5 he had killed all but one Suppressor, but by then more of my guys had arrived to secure the objective, so he flew out of combat and started shooting again.

 

Every turn they performed a different, vital function.

Edited by SallyForth

I think that for Ultramarines, they would be pretty good as well, yeah you don't get the extra AP-1, but for the most part I have noticed that AP-2 in abundance is more than enough.  Moving to the Tactical Doctrine for Ultras doesn't completely hamstring them allowing Suppressors to move without the to hit penalty.  Having a 60" threat radius, 63" since I play a Successor Chapter is just insane.

I had two squads of these guys at a tournament this weekend. My only regret was taking a pretty useless squad of scout bikes to fill my brigade instead of more of these. They are truly fantastic, at least for a Fists player.

I'm just curious, really as to why the Suppressors don't have the Phobos Keyword. They are part of the Vanguard forces, after all.

They're not wearing Phobos armor, they're wearing Omnis-pattern.

Iron Hands definitely get the most mileage out of them.

 

No to hit penalty and a FNP that boosts their durability. If I played Iron Hands I'd run 3 units in every list.

 

As it stands I'm planning on running a unit with Shrike and 2 Land Speeder Tempests in a 500 point escalation league game.

 

I just wish they were heavy support rather than FA.

When your only non-vehicle HS is devs and eliminators, kinda feels bad.

What about Hellblasters and Centurions? Or am I misunderstanding some context here?

 

I play BA so I don't get Centurions, and I forgot completely about Helblasters  because I don't like expensive infantry that have to footslog to get into range with a giant target over its head screaming "Shoot Me First" because they're all packing expensive guns that nobody likes shooting them. That also kill the whole model when you overcharge them. So I just don't think about them.

I don't particularly mind them being FA but it would've been nice if GW would have stuck with Veteran->Elites, Close Support->Fast Attack, Fire Support->Heavy Support, Battleline->Troops. Perhaps even introduce one more section for vehicles since they are separate from the Battleline/Close Support/Fire Support structure. They did so for Flyers and Dedicated Transports as well after all.

 

Now we have Close Support in the Troops section (Incursors), Close Support and Fire Support in the Elites section (Reivers,Assault Centurions and Aggressors), Fire Support in the Fast Attack section (Suppressors). Also the Warsuit that, despite being piloted by a living non-Techmarine Marine, has no real battlerole beyond "Vanguard" in the Elites section which is more or less okay I guess just weird.

I wonder when we get the first Close Support or Battleline in the Heavy Support section. :sweat:

 

 

Though to be fair that's strictly a loyalist Marine issue. No Xenos, Chaos or other imperial faction has that issue because the FOC never reflected the battleroles in their fluff section. 

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