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I've been liking them so far.  Pretty much always have the sarge take a bolt carbine and then have him give the rest the plus one to hit and wound.  Combined with re-rolls, it's pretty much a sure way to put 6 wounds on something with no invuln, which is actually quite good imo.  The fact that they are pretty durable and obviously really hard to charge is just gravy.

Depends on the rest of your list.

 

in my army, i have a need for anti tank/monster fire from turn 1 and I am only squeezing in 2 units of suppressors, so 300 points to get me around 18 damage per turn out of my heavy support slot is a good trade when my anti infantry is handled by intercessors and aggressors.

 

Could I use 2-3 eliminator units to take out aura characters? absolutely. but I needed the high strength multi damage shots more than i needed character sniping because of the restrictions of the list (pure primaris, mostly infantry)

I'm interested in this too. I've already got three with Bolt Sniper Rifles, but i'm planning to get some multi-part dudes. 

 

Are these any good at anti-tank as a stand alone unit? Would you definitely go for the bolt carbine on the Sgt or is the extra las-fusil shot better?

I found them ok. I left the cheapest weapon on the sgt as most of the time he doesnt fire to give the best possible chance of wounds against any t8 vehicles. It also meant that they still could have a psychological effect on the opponent who was trying to avoid having his characters shot.

I'm interested in this too. I've already got three with Bolt Sniper Rifles, but i'm planning to get some multi-part dudes. 

 

Are these any good at anti-tank as a stand alone unit? Would you definitely go for the bolt carbine on the Sgt or is the extra las-fusil shot better?

I wouldn't use them as your sole anti-tank.  They are a good supplement to anti-tank, to finish things off that get damaged, but don't have the damage capacity to be your only source of anti-tank.

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