Jump to content

Recommended Posts

12 hours ago, Inquisitor_Lensoven said:

If you say so.

aggressors don’t need a character to make them good.

 

SG and SC both literally don’t live up to their full potential without a character.

 

theres a massive difference between a unit that just benefits from a character and their abilities, and a unit that requires a character to do what it needs to do.

You mean the Aggressors from the Aggressor Bomb that was all about a character with the Fire Discipline Enhance? 

 

Assuming in this case SG= Stern not Sanguinary Guard because we're not in BA? - and before any character/detachment buff/mulipliers: 

 

the shooting output is stronger per point for Stern Guard.  Per 20 points Sternguard get (Rerolled) 2(+1) S4 -1 D1 (Reroll, plus wasted reroll and +1 to Wound) Devastating 

 

Aggressors get ~3.25 S4 (-1) twin linked - which doesn't stack with OOM you don't get to reroll a reroll. 

 

That boils down to Sternguard are more offensive - point for point, in the shooting phase - than Aggressors especially after the OOM change.   The advantage for Aggressors - especially now that they've lost the Bomb combo - is primarily in the Toughness stat and power fists, with minor edges still present in power per point footprint and Twin Linked working on Non-OOM target too

 

Now the OOM change is fairly recent so we haven't really had time to do the re-appraisal - and we should treat each Munitorum/Major FAQ release as a new "edition" and reappreaise every datasheet - But the Fire Disc and OOM changes have drastically changed the environment so what we knew to be true yesterday may not still be true today. 

 

Remember the Bomb has been defused.  We've talked about it a few times, but the bomb was the bomb because you got better than 100% results (Hit on 3's, Crit on 5's is a wash of 33% misses, and 33% bonus (Sustained) hits still leaving you at 100% hits, then getting 33% bonus (Lethal) Woundings means 133% (Closer to 150% after rerolling to hit vs OOM Target) output, tack on a bunch of bonus AP, and Crit (Lethal Hits) Wounds ignoring Toughness - it was the layering of the buffs that made Aggressor Bombs work.   You needed all of it, as we found out when we tried theoryhammering a Terminator Bomb. Losing the "Lieutenant" character with Lethal Hits dropped the floor out of the combo.

 

Sometimes the changes don't really matter.  Calgar went up in price, but that's about it - The changes to Doctrines didn't really replace him.  He's just less of a bargain, but still realistically a bargain compared to what he was.  And he still makes the Aggressors better/worthit/good allowing them to advance, shoot, charge, all game long plus the automatic 1CP per turn. Superfists, etc.  But then you look at Guilliman, he went up, and up pretty high in cost - so the gut reaction is he's no longer worth it.  But you have to re-appraise it all, not in a vaccuum.  Two author abilities, plus the changes to OOM makes it more than a simple points increase.   You now get 1 of the two roughly equal second options, and you get two OOM targets and they're full OOM targets which trigger all OOM based rules and escalators when you follow your order of operations.   Means he boosts everything firing at OOM targets, and (say) buffs everything nearby as an AOE Standard Bearer, which could be double dipping.  What happens when you surround Bobby G with some Sternguard who reroll the bajeezus out of some screening unit that was your first OOM target, which uncovered your second OOM target about to get pulverized by some Hammernators fishing for 6's - oh at those Hammernators are OC3 each so 40W T5 2+/4++ Devastatingly Wounding anti-armorish brick of OC 30 giving Gulliman Lone Operative joined by a big brick of 30 Wound T5 2+/4++ OC30 brick of Shootinators that evaporate infantry.  Sure, at a certain point you've probably got half your points invested in a center deathstar, but its too chunky and not the standard S/T Band for optimal counterfire.  The point here is double-check your assumptions.  There's a whole new ballgame when it comes to Wombo Combos now. 

52 minutes ago, Karhedron said:

In LAG, SG will mince anything T7 or below and there are stratagems to allow them to punch up against tougher targets. They really aren't designed for serious anti-tank work though but few infantry melee units are in 10th edition. 

I can't think of any melee infantry units that are.  Most of them top out at S8.  Well I suppose Shootinators with Chain Fists that can anti-Vehicle their way around the S/T Band, but they're technically not an infantry melee unit.  Hammers are still S8, Dev Wounds  The on-foot melee marines that go over S8 are Monsters (the two Primarchs) and Vehicles (Dreads and the Walker).

24 minutes ago, Tacitus said:

Aggressors get ~3.25 S4 (-1) twin linked - which doesn't stack with OOM you don't get to reroll a reroll. 

 

Aggressors do stack with OOM. OOM is a reroll to Hit but Twin-linked is a reroll to Wound in 10th edition. Not sure how it affects the maths. 

 

Honestly, I think Sternguard with Combi-Weapons are the better choice than the Sternguard Bolters. With OOM giving them re-roll hits and wounds and 4+ Devastating Wounds they basically have a mortal wound gun vs anything Infantry.

Space Marines can get a lot of Str 4 but not a unit that does 10 mortal wounds per shooting phase (in rapid fire). Depending on the target that can be great. You'll just never see them in a tournament or competitive list because they are worthless against Knights or Vehicle-skew. But you don't see the strenguard bolters in there either, that I'm aware of.

Edited by AutumnEffect

I think the only Space Marine unit that needs a character to work are the Company Heroes.

Y'know, cause they're destroyed if they're not led by a character.

 

Guard have a couple of units like this too, but I think most of those are being lost with the Codex.

3 hours ago, Karhedron said:

 

Aggressors do stack with OOM. OOM is a reroll to Hit but Twin-linked is a reroll to Wound in 10th edition. Not sure how it affects the maths. 

EEP. Yeah I was thinking reroll to wound not +1 to.  Or I didn't edit the thought I was on right, I changed that part up a couple times.  In which case it washes.  They both have reroll to wound on the OOM target... wait isn't that how I changed it?  They both reroll to wound on the OOM Target and Aggressors Reroll all the time? 

 

Yeah, I did 

Quote

still present in power per point footprint and Twin Linked working on Non-OOM target too

Or did I have it in another place? 

1 hour ago, AutumnEffect said:

 

Honestly, I think Sternguard with Combi-Weapons are the better choice than the Sternguard Bolters. With OOM giving them re-roll hits and wounds and 4+ Devastating Wounds they basically have a mortal wound gun vs anything Infantry.

Space Marines can get a lot of Str 4 but not a unit that does 10 mortal wounds per shooting phase (in rapid fire). Depending on the target that can be great. You'll just never see them in a tournament or competitive list because they are worthless against Knights or Vehicle-skew. But you don't see the strenguard bolters in there either, that I'm aware of.

Only against Infantry.  There's not much Infantry they want to run up the Mortals Score against.  Most of the time that's Monsters.  Terminators and Bladeguard I guess - but you're still chipping away 1 mortal at a time, so pack a lunch I guess. 

 

10 sternguard, 2 shots, 20 shots, hit on 4+ instead of 3+ 10 hits, reroll to 15 hits. 7.5 mortals, reroll for another 3.75 mortals 10.25 mortals, and whatever detritus wounds most likely to get saved.  2.5 - 3.33 TEQ.  Not good not bad.

 

10 Sternguard 3 shots, 30 shots, hit on 3's with ASSAULT and HEAVY (They're getting Rapid Fire More often and/or they're getting +1 to hit but for now meh)  20 hit, reroll for 27 hits (26 and change but I want the easy math so close enough) 4.5 Mortals, + 3.75ish Mortals on the rerolls fishing for 6's 8-9 Mortals + another 6 or so wounds 2 of wich fail for a total of 10-11 wounds vs TEQ.  Two Heavy Bolters with Sustained Hits and Dev Wounds makes a small change between the two, but not especially large in the short term.  The Combiweapon and Heirloom weapon are just junk for the "veteran" units.   The Vanguard Veteran Weapons not having anything, even Dev Wounds is especially deflating.  Sternguard getting 3 Bells and Whistles Shots for 20 points is on the outside edge of a good spot.  Aggressors also get 3ish shots (without the bells and whistles) for each 20 points of their 40 points base.  Aggressor Bombs had the advantage over Sternguard Bombs because of T, Fists, and 240 points (at 3 shots per 20) vs 200 Points (at 3 shots per 20) when maxing out the squad. 

 

 

5 hours ago, AutumnEffect said:

 

Honestly, I think Sternguard with Combi-Weapons are the better choice than the Sternguard Bolters. With OOM giving them re-roll hits and wounds and 4+ Devastating Wounds they basically have a mortal wound gun vs anything Infantry.

Space Marines can get a lot of Str 4 but not a unit that does 10 mortal wounds per shooting phase (in rapid fire). Depending on the target that can be great. You'll just never see them in a tournament or competitive list because they are worthless against Knights or Vehicle-skew. But you don't see the strenguard bolters in there either, that I'm aware of.

Your Oath target is rarely an infantry unit though. Combis are better into things like Custodes but that's about it. 

9 hours ago, Tacitus said:

You mean the Aggressors from the Aggressor Bomb that was all about a character with the Fire Discipline Enhance? 

 

Assuming in this case SG= Stern not Sanguinary Guard because we're not in BA? - and before any character/detachment buff/mulipliers: 

 

the shooting output is stronger per point for Stern Guard.  Per 20 points Sternguard get (Rerolled) 2(+1) S4 -1 D1 (Reroll, plus wasted reroll and +1 to Wound) Devastating 

 

Aggressors get ~3.25 S4 (-1) twin linked - which doesn't stack with OOM you don't get to reroll a reroll. 

 

That boils down to Sternguard are more offensive - point for point, in the shooting phase - than Aggressors especially after the OOM change.   The advantage for Aggressors - especially now that they've lost the Bomb combo - is primarily in the Toughness stat and power fists, with minor edges still present in power per point footprint and Twin Linked working on Non-OOM target too

 

Now the OOM change is fairly recent so we haven't really had time to do the re-appraisal - and we should treat each Munitorum/Major FAQ release as a new "edition" and reappreaise every datasheet - But the Fire Disc and OOM changes have drastically changed the environment so what we knew to be true yesterday may not still be true today. 

 

Remember the Bomb has been defused.  We've talked about it a few times, but the bomb was the bomb because you got better than 100% results (Hit on 3's, Crit on 5's is a wash of 33% misses, and 33% bonus (Sustained) hits still leaving you at 100% hits, then getting 33% bonus (Lethal) Woundings means 133% (Closer to 150% after rerolling to hit vs OOM Target) output, tack on a bunch of bonus AP, and Crit (Lethal Hits) Wounds ignoring Toughness - it was the layering of the buffs that made Aggressor Bombs work.   You needed all of it, as we found out when we tried theoryhammering a Terminator Bomb. Losing the "Lieutenant" character with Lethal Hits dropped the floor out of the combo.

 

Sometimes the changes don't really matter.  Calgar went up in price, but that's about it - The changes to Doctrines didn't really replace him.  He's just less of a bargain, but still realistically a bargain compared to what he was.  And he still makes the Aggressors better/worthit/good allowing them to advance, shoot, charge, all game long plus the automatic 1CP per turn. Superfists, etc.  But then you look at Guilliman, he went up, and up pretty high in cost - so the gut reaction is he's no longer worth it.  But you have to re-appraise it all, not in a vaccuum.  Two author abilities, plus the changes to OOM makes it more than a simple points increase.   You now get 1 of the two roughly equal second options, and you get two OOM targets and they're full OOM targets which trigger all OOM based rules and escalators when you follow your order of operations.   Means he boosts everything firing at OOM targets, and (say) buffs everything nearby as an AOE Standard Bearer, which could be double dipping.  What happens when you surround Bobby G with some Sternguard who reroll the bajeezus out of some screening unit that was your first OOM target, which uncovered your second OOM target about to get pulverized by some Hammernators fishing for 6's - oh at those Hammernators are OC3 each so 40W T5 2+/4++ Devastatingly Wounding anti-armorish brick of OC 30 giving Gulliman Lone Operative joined by a big brick of 30 Wound T5 2+/4++ OC30 brick of Shootinators that evaporate infantry.  Sure, at a certain point you've probably got half your points invested in a center deathstar, but its too chunky and not the standard S/T Band for optimal counterfire.  The point here is double-check your assumptions.  There's a whole new ballgame when it comes to Wombo Combos now. 

No I mean just 3 aggressors are more usable than just 3 SG.

 

they shoot better, they melee better.


 

you just wrote a whole pointless essay because you ignored context.

Edited by Inquisitor_Lensoven
10 hours ago, Karhedron said:

In LAG, SG will mince anything T7 or below and there are stratagems to allow them to punch up against tougher targets. They really aren't designed for serious anti-tank work though but few infantry melee units are in 10th edition. 

And that’s my point, aggressors in LAG with new OoM is killer against light and medium armor, and still good against heavy armor.

5 hours ago, Tacitus said:

EEP. Yeah I was thinking reroll to wound not +1 to.  Or I didn't edit the thought I was on right, I changed that part up a couple times.  In which case it washes.  They both have reroll to wound on the OOM target... wait isn't that how I changed it?  They both reroll to wound on the OOM Target and Aggressors Reroll all the time? 

 

Yeah, I did 

Or did I have it in another place? 

Do you not know how OOM works?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.