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21 hours ago, Orange Knight said:

 

If by situational, you mean it will probably be used every time they make an attack?

 

Aggressors are short ranged units. It's extremely easy to position them in such a way as to almost always trigger the ability if they are in range of making a shooting attack.

 

Also, let's not under-estimate the impact of twin linked for the Fists.

6 Aggressors will inflict the same number of wounds in close combat against a toughness 8 or higher unit as 10 Terminators. 6 Aggressors also do better in shooting than 10 Terminators. 

 

So it's a significantly more offensive unit, point for point.

If you’re shooting only at the nearest target for no other reason than it activates your special rule, but I’m not shooting at cultists 6” away when there beserkers or something that’s a much scarier melee threat 7 or 8” away.

 

On 7/17/2025 at 12:50 PM, HeadlessCross said:

The problem with your numbers is you're ignoring the points entirely. 

Points are pretty irrelevant when discussing which is better at shooting.

 

points to change which is better at it.

1 hour ago, Inquisitor_Lensoven said:

If you’re shooting only at the nearest target for no other reason than it activates your special rule, but I’m not shooting at cultists 6” away when there beserkers or something that’s a much scarier melee threat 7 or 8” away.

 

You should be playing your aggressors better.

 

1 hour ago, Inquisitor_Lensoven said:

Points are pretty irrelevant when discussing which is better at shooting.

 

points to change which is better at it.

 

Points are quite literally always relevant.  I don't care if it's infinite power fist attacks if it costs 2001 points; it's worthless by virtue of it not being practical to bring.

1 hour ago, Inquisitor_Lensoven said:

If you’re shooting only at the nearest target for no other reason than it activates your special rule, but I’m not shooting at cultists 6” away when there beserkers or something that’s a much scarier melee threat 7 or 8” away.

Well guess what? Aggressor shooting is also Twin Linked! It's also either immune to Hit Modifiers + Cover or has an additional blast attack. 

 

You also might still want to attack the Cultists in your example anyway so...

15 minutes ago, DemonGSides said:

 

You should be playing your aggressors better.

 

 

Points are quite literally always relevant.  I don't care if it's infinite power fist attacks if it costs 2001 points; it's worthless by virtue of it not being practical to bring.

Points add relativity, does nothing for objectivity.

1 hour ago, Inquisitor_Lensoven said:

Points are pretty irrelevant when discussing which is better at shooting.

 

points to change which is better at it.

It matters 100% because if Terminators were 100 points for all 5 they'd have better shooting. 

1 minute ago, HeadlessCross said:

Well guess what? Aggressor shooting is also Twin Linked! It's also either immune to Hit Modifiers + Cover or has an additional blast attack. 

 

You also might still want to attack the Cultists in your example anyway so...

Maybe, but probably will want to try to thin that bigger threat out a bit before charging it in most scenarios.

1 hour ago, Inquisitor_Lensoven said:

Points are pretty irrelevant when discussing which is better at shooting.

 

Except they arent irrelevant. Because points dictate how much of something you can have. 

 

for the cost of 10 terminators, you get 9 aggressors with change. for the cost of 5 terminators you get 3 aggressors and an apothecary biologis or almost a gravis captain. ergo, you can't compare the units without taking points into account. 

 

The best comparison really is the 10 vs 9. which is 27 boltstorm gauntlet shots + 9d6 (31 average) fragstorm grenade shots vs realistically 32 stormbolter shots + 12 assault cannon shots most of the time. The aggressors are probably AP -1 most of the time (regardless of what you said, you're likely to move them to make the most of the rule) and are also twin linked, so realistically much better quality shots AND better quantity of shots. 

 

similarly on the melee front, whilst the aggressors only have 27 melee attacks instead of the 30 of the terminators, the aggressors again have twin linked. 

 

2 hours ago, Malakithe said:

Can we finally have storm bolters with some AP on them?

Honestly I wouldn’t mind AP0 if it was 4 base attacks with RF2

 

bolt weapons were designed to shred no power armored targets.

 

assault cannon should definitely be AP-1 though.

 

2 hours ago, Blindhamster said:

 

Except they arent irrelevant. Because points dictate how much of something you can have. 

 

for the cost of 10 terminators, you get 9 aggressors with change. for the cost of 5 terminators you get 3 aggressors and an apothecary biologis or almost a gravis captain. ergo, you can't compare the units without taking points into account. 

 

The best comparison really is the 10 vs 9. which is 27 boltstorm gauntlet shots + 9d6 (31 average) fragstorm grenade shots vs realistically 32 stormbolter shots + 12 assault cannon shots most of the time. The aggressors are probably AP -1 most of the time (regardless of what you said, you're likely to move them to make the most of the rule) and are also twin linked, so realistically much better quality shots AND better quantity of shots. 

 

similarly on the melee front, whilst the aggressors only have 27 melee attacks instead of the 30 of the terminators, the aggressors again have twin linked. 

 

Where are you getting 27 melee attacks for aggressors?

each model gets 3, in a 6 man squad that’s 18 attacks…

 

not really arguing aggressors are more lethal, but the post that initiated this whole thing made it sound like there were tons of options available to marine players that give PF access, therefore terminators bad.

theres 1 unit that does that, and it’s less durable than terminators so it’s well balanced. Not to mention aggressors aren’t exactly an auto-pick. 

3 hours ago, DemonGSides said:

 

You should be playing your aggressors better.

 

 

Points are quite literally always relevant.  I don't care if it's infinite power fist attacks if it costs 2001 points; it's worthless by virtue of it not being practical to bring.

So you think aggressors are better shooting than a landraider because they’re cheaper?

3 hours ago, Inquisitor_Lensoven said:

 

 

Where are you getting 27 melee attacks for aggressors?

each model gets 3, in a 6 man squad that’s 18 attacks…

 

 

 

What's stopping someone from bringing another unit of 3 Aggressors? You still have points to spare.

 

That's the comparison being made.

 

Also having two units gives your more flexibility and control over the battlefield. 

42 minutes ago, Inquisitor_Lensoven said:

So you think aggressors are better shooting than a landraider because they’re cheaper?

Well which Land Raider are we talking about?

 

3×3 Aggressors w/ the Flamestorms is the same cost as a Redeemer. 9d6+9 S4 AP-1 D1 TL vs 2d6+6 S6 AP-2 D2 is something we can absolutely compare, and when we see who comes out on top we can see which is better for the price. 

 

To help you figure this out better, is a 75 point lascannon better than a 100 point lascannon. Yes or no?

4 hours ago, Inquisitor_Lensoven said:

Where are you getting 27 melee attacks for aggressors?

each model gets 3, in a 6 man squad that’s 18 attacks…

Re-read, because points are relevant, you can get 9 aggressors for the cost of 10 terminators.. ergo 3x9 is... 27

Throwing things into the Adept Roll app for some mathhammer:

Against MEQ shooty Aggressor squad averages 10.8 damage and 5.4 dead models for 9.3 point per damage point.

Flamer Aggressors are 11.3W, 5.6K, and 8.8 PDP.

Termies with assault cannon (statistically best) are 8.9K, 17.8W, and 9.6 PPD.

Melta Centurions are 7.2K, 21.4W, and 7 PPD.

Flameturions are 6.7K, 17.3W, and 8.7 PPD.


Against TEQ:

Shootygressor: 2.3K, 6.9W, 14.5 PPD.

Flamegressor: 2.6K, 7.8W, 12.8 PPD.

Cyclone Termies: 3.5K, 11W, 15.5 PPD.

Melta Centurions: 4.5K, 15.1W, 9.9 PPD

Flameturions: 3.6K, 10.9W, 13.8 PPD


This one gave the -1 AP to the Aggressors. 

 

In all cases, the shooting is honestly negligible, it’s mostly the fists doing the work. 
 

Ignoring melee and going for best variant for my sanity:

MEQ:

Flamegressor: 1.7K, 3.4W, 29.4 PPD.

Termies: 1.9k, 3.9W, 43.6 PPD.

Melturions: 3.3K, 9.8W, 15.3 PPD

 

TEQ

Flamegressor: 0.8K, 2.5W, 40 PPD

Termies: 0.7K, 2.7W, 63 PPD

Melturions: 1.6K, 6.3W, 23.8 PPD

 

In summary: Embrace the chonk marines, for they are the true path. Terminator squads are slightly better than Aggressors for TEQs, but you’re really paying a premium for a little bit better shooting range and one stowed TEQ kill; survivability is really where the conversation is at imo. 
 

Of course, it does kind of suggest that the names are a clue as to role, with Aggressors being better suited for getting in people’s faces (and I think it’s a no brainer that a 6 man aggressor squad, or squad plus gravis captain is a better offensive use of land raider than terminator squad), while terminators will be better for holding a secured point (or surprise securing with deep strike).

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