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Made in us
Longtime Dakkanaut





Gig Harbor, WA

Anyone found a trick to making reiver shock grenades work? That six inch range is just such a downer.

Also, how long does it last? It says until "the end of the turn," does that mean my turn or the game turn?

If I go first, does that mean my opponent on his half of the game turn is taking the -1 to hit? If I'm second, does that mean he never has that affect him?
   
Made in us
Longtime Dakkanaut





 argonak wrote:
Anyone found a trick to making reiver shock grenades work? That six inch range is just such a downer.

Also, how long does it last? It says until "the end of the turn," does that mean my turn or the game turn?

If I go first, does that mean my opponent on his half of the game turn is taking the -1 to hit? If I'm second, does that mean he never has that affect him?


Game turns are known as battle rounds. If something says till the end of the turn that means it lasts until THAT turn is over not that battle round. So if say you use a shock grenade on your enemy it will only last until your turn is over meaning it will only be effective if the enemy unit affected by the grenade makes an attack in your turn.

I have not had much luck with them, but my friend who runs Raven Guard has gotten some solid use out of them entirely because of strike from the shadows. I am thinking they could also be really solid with Blood Angel tactics, but my only real concern is actually getting them in a fight. The best you can do is either put them in the expensive as balls repulsor or hope they make a 9 inch charge after deep striking in.

This message was edited 1 time. Last update was at 2017/12/05 07:19:45


 
   
Made in nz
Regular Dakkanaut





Space wolf aggresors infiltrating in? or just easier with hellblasters?
   
Made in gb
Combat Jumping Rasyat




East of England

Reivers need grapples and knives, they dont really work without them. Grapples allow you to deepstrike onto cover at 9", but charge at a lot less than 9, as you ignore height when measuring movement. Or DS onto groundlevel and assault units bunkered up in buildings for the same effect... My Reivers don't have to make more than 6" tops: Id rather keep them in reserve than roll 9+.
   
Made in us
Fresh-Faced New User




grouchoben wrote:
Reivers need grapples and knives, they dont really work without them. Grapples allow you to deepstrike onto cover at 9", but charge at a lot less than 9, as you ignore height when measuring movement. Or DS onto groundlevel and assault units bunkered up in buildings for the same effect... My Reivers don't have to make more than 6" tops: Id rather keep them in reserve than roll 9+.


Have you had much success using this strat? It seems like it would be very setup dependent, and easily avoidable once your opponent knows you can do it. I want to like reivers: primaris are very immobile and a cheap, harassing unit would be welcome, but I'm having a hard time justifying them in my force. If the sergeant could get a power sword, it would make all the difference.
   
Made in gb
Combat Jumping Rasyat




East of England

It works. Unless your opponent is willimg to set up play with a 9" bubble around all scenery of any depth, foresaking all cover saves and los blocks,, then theyll get their opportunity! Played them 3 times since i learned of this strat and had plenty of opportunities with them every game. It transforms their usefulness imo, and returns them to what they do best - delivering 16CC knifey attacks wherever you need them.
   
Made in be
Regular Dakkanaut




grouchoben wrote:
Reivers need grapples and knives, they dont really work without them. Grapples allow you to deepstrike onto cover at 9", but charge at a lot less than 9, as you ignore height when measuring movement. Or DS onto groundlevel and assault units bunkered up in buildings for the same effect... My Reivers don't have to make more than 6" tops: Id rather keep them in reserve than roll 9+.



Can you explain how can their charge roll be less than 9'', i don't get it.

This message was edited 1 time. Last update was at 2017/12/23 03:27:30


 
   
Made in us
Regular Dakkanaut




PandatheWarrior wrote:
grouchoben wrote:
Reivers need grapples and knives, they dont really work without them. Grapples allow you to deepstrike onto cover at 9", but charge at a lot less than 9, as you ignore height when measuring movement. Or DS onto groundlevel and assault units bunkered up in buildings for the same effect... My Reivers don't have to make more than 6" tops: Id rather keep them in reserve than roll 9+.



Can yu explain how can their charge roll can be less than 9'', i don't get it.


Let's say your opponent has ruins near a board edge. He deploys a unit on the third floor. You can then come in from reserves on the ground level off the board edge and be 9" inches away. However, when you move, you will disregard the height in measuring distances. So the enemy unit could be 9" away, but only 3" or 4" away when you disregard height in the calculation and only measure horizontally to determine charge range.

This message was edited 1 time. Last update was at 2017/12/23 02:34:59


 
   
Made in be
Regular Dakkanaut




Hoodwink wrote:
PandatheWarrior wrote:
grouchoben wrote:
Reivers need grapples and knives, they dont really work without them. Grapples allow you to deepstrike onto cover at 9", but charge at a lot less than 9, as you ignore height when measuring movement. Or DS onto groundlevel and assault units bunkered up in buildings for the same effect... My Reivers don't have to make more than 6" tops: Id rather keep them in reserve than roll 9+.



Can yu explain how can their charge roll can be less than 9'', i don't get it.


Let's say your opponent has ruins near a board edge. He deploys a unit on the third floor. You can then come in from reserves on the ground level off the board edge and be 9" inches away. However, when you move, you will disregard the height in measuring distances. So the enemy unit could be 9" away, but only 3" or 4" away when you disregard height in the calculation and only measure horizontally to determine charge range.


Cheers, will add a squad of 5 to my army.
   
Made in nz
Dakka Veteran




Hoodwink wrote:
PandatheWarrior wrote:
grouchoben wrote:
Reivers need grapples and knives, they dont really work without them. Grapples allow you to deepstrike onto cover at 9", but charge at a lot less than 9, as you ignore height when measuring movement. Or DS onto groundlevel and assault units bunkered up in buildings for the same effect... My Reivers don't have to make more than 6" tops: Id rather keep them in reserve than roll 9+.



Can yu explain how can their charge roll can be less than 9'', i don't get it.


Let's say your opponent has ruins near a board edge. He deploys a unit on the third floor. You can then come in from reserves on the ground level off the board edge and be 9" inches away. However, when you move, you will disregard the height in measuring distances. So the enemy unit could be 9" away, but only 3" or 4" away when you disregard height in the calculation and only measure horizontally to determine charge range.


So do you measure to the base or top of the model for the reavers?
   
Made in gb
Combat Jumping Rasyat




East of England

I measure from base: as they ignore height i treat them as on the same plain as the opposing unit. Quick note: you can also strike onto the top of a ruin if your opponemt didnt set up in them, for the same effect. Classic 40k scenery is great for reivers. Also, i take grav and grapple for110pts, to allow them to drop anywhere on the board.
   
Made in us
Regular Dakkanaut




Measurements are made base to base as long as models have a base. If the model doesn't have a base, measure to the model. Otherwise, certain units can specify this differently (i.e. hover tanks measure to the model even though it has a base).
   
Made in au
Regular Dakkanaut




From my perspective, reivers are a free upgrade over intercessors with assault bolters. The bolt carbine is identical, they gain heavy bolt pistols and terror troops, and the only thing you lose out on is objective secured.
   
Made in us
Regular Dakkanaut




*ignore this... I read Reivers wrong...*

This message was edited 1 time. Last update was at 2017/12/24 21:01:06


 
   
Made in us
Battlewagon Driver with Charged Engine




Hey, so I have a question..

Basically whenever I'm looking at a picture of a repulsor the marine gunner on top is painted red, is there a reason for this? Like is he a techmarine or some such in the fluff?
I realize I don't have to paint him like that either way but would just like to know if I'm doing some sort of a faux-pas by painting him in the same colour as the tank itself..
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

PiñaColada wrote:
Hey, so I have a question..

Basically whenever I'm looking at a picture of a repulsor the marine gunner on top is painted red, is there a reason for this? Like is he a techmarine or some such in the fluff?
I realize I don't have to paint him like that either way but would just like to know if I'm doing some sort of a faux-pas by painting him in the same colour as the tank itself..


Classically, red is the color of mars and techmarines. Which is why a lot of vehicle crews are sporting it. Not, as the orks would say, because it makes them go faster. You can find plenty of examples where crew members are in normal chapter colors, so I’d not sweat it if you want to go that route. I know I do.

From a Primaris specific POV, I’ve not heard anything that makes them any different then normal marines in this regard.

   
Made in us
Battlewagon Driver with Charged Engine




Okay, thanks. This all makes sense and sounds vaguely familiar but the fact that there are no techmarines for the primaris as of yet made me second guess myself I suppose.
   
Made in im
Regular Dakkanaut




Wales,UK

Inceptors are so good now with the points changes, especially with some of the new dexs having very powerful synergy with them. Really happy I managed to pick up 30 a while ago!
   
Made in jp
Longtime Dakkanaut





Gig Harbor, WA

Jpr wrote:
Inceptors are so good now with the points changes, especially with some of the new dexs having very powerful synergy with them. Really happy I managed to pick up 30 a while ago!


30 Inceptors? Thats a lot!

I used two squads in my last game, one squad of Assault bolters and one squad of plasma. I was really expecting great things of the plasma, but I rolled very poorly on the number of shots (4 1s, seriously), and they ended up doing 4 measly wounds to a venerable dreadnought. And then I poorly positioned them, they had cover but they ended up in pretty decent charge range for the dreadnought and he cleaned their clocks in melee.

The assault bolters on the other hand more than earned their points. They knocked out 4 marines on their first turn, then took out another 5 on their second turn. Where they really earned their points was in withstanding enemy fire though, the T5 and inside a building was just rock hard. They also charged a marine squad later and did some damage in melee, but mostly just were a dangerous distraction. I need to make better use of their speed next time I think. I want to try this same combo again sometime and see if I can get some better luck on the plasma.

Gravis Captain was again man of the hour, facing down Azrael in hand to hand, although it took ages to kill him (came down to 1 wound versus 1 wound, and I got luckier on my invuln saves).

Primaris Librarian did some work as well, mostly with buff spells and motal wounds. If I recall correctly, he did nail Ezekiel for 1 wound with his bolter pistol with some hilarious luck at one point though.

I was seriously impressed with some of the Dark Angel book I saw in action however. Azrael is absolutely an auto take in my opinon. He should clump up with a pack of hellblasters and castle up in the middle of the battlefield I think.
   
Made in us
Lone Wolf Sentinel Pilot






I have my ten reivers built, gonna prime them and see if this whole grapple charge distance shenanigans actually comes up in a couple games. Gonna take a unit of ten.
   
Made in se
Executing Exarch






grouchoben wrote:
It works. Unless your opponent is willimg to set up play with a 9" bubble around all scenery of any depth, foresaking all cover saves and los blocks,, then theyll get their opportunity! Played them 3 times since i learned of this strat and had plenty of opportunities with them every game. It transforms their usefulness imo, and returns them to what they do best - delivering 16CC knifey attacks wherever you need them.


I don’t know how this could work, seeing as you have to set them up within 6” of a board edge and 9” away from enemy units. The chance that there is a high enough ruin in this limited area, and that there is a suitable target within charge distance, seems very low.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, Primaris is more an anti-infantry army.

Indeed, Intercessors, Aggressors, Reivers, Inceptors, and Hellblasters have mostly shooty D1 weapons (up to supercharge plasma which is D2 and the obvious krak grenades). This will not be enough if you face a tank-heavy army.

Today, one needs about 40% of anti-tank/-monster in an army. Thus, taking a full Primaris army will not be sufficient to deal with all threats.

The Repulsor with las-talon (D3), two krak-storm grenade launchers (D3), and twin lascannon (D6) is an anti-tank vehicle, but very costly pointwise.

This message was edited 1 time. Last update was at 2018/01/08 11:24:22


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Longtime Dakkanaut





Gig Harbor, WA

 wuestenfux wrote:
Well, Primaris is more an anti-infantry army.

Indeed, Intercessors, Aggressors, Reivers, Inceptors, and Hellblasters have mostly shooty D1 weapons (up to supercharge plasma which is D2 and the obvious krak grenades). This will not be enough if you face a tank-heavy army.

Today, one needs about 40% of anti-tank/-monster in an army. Thus, taking a full Primaris army will not be sufficient to deal with all threats.

The Repulsor with las-talon (D3), two krak-storm grenade launchers (D3), and twin lascannon (D6) is an anti-tank vehicle, but very costly pointwise.



Yeah, primaris really need some sort of devestator type troop if they’re going to leave the shorties at home.


Automatically Appended Next Post:
 Mymearan wrote:
grouchoben wrote:
It works. Unless your opponent is willimg to set up play with a 9" bubble around all scenery of any depth, foresaking all cover saves and los blocks,, then theyll get their opportunity! Played them 3 times since i learned of this strat and had plenty of opportunities with them every game. It transforms their usefulness imo, and returns them to what they do best - delivering 16CC knifey attacks wherever you need them.


I don’t know how this could work, seeing as you have to set them up within 6” of a board edge and 9” away from enemy units. The chance that there is a high enough ruin in this limited area, and that there is a suitable target within charge distance, seems very low.


You can buy grappling hooks and grab chutes,

This message was edited 1 time. Last update was at 2018/01/08 12:11:37


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Yeah, primaris really need some sort of devestator type troop if they’re going to leave the shorties at home.

Not well-designed by GW.
Playing pure Primaris is hardly rewarding since important components for successful play are not existent.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in se
Executing Exarch






 argonak wrote:
 wuestenfux wrote:
Well, Primaris is more an anti-infantry army.

Indeed, Intercessors, Aggressors, Reivers, Inceptors, and Hellblasters have mostly shooty D1 weapons (up to supercharge plasma which is D2 and the obvious krak grenades). This will not be enough if you face a tank-heavy army.

Today, one needs about 40% of anti-tank/-monster in an army. Thus, taking a full Primaris army will not be sufficient to deal with all threats.

The Repulsor with las-talon (D3), two krak-storm grenade launchers (D3), and twin lascannon (D6) is an anti-tank vehicle, but very costly pointwise.



Yeah, primaris really need some sort of devestator type troop if they’re going to leave the shorties at home.


Automatically Appended Next Post:
 Mymearan wrote:
grouchoben wrote:
It works. Unless your opponent is willimg to set up play with a 9" bubble around all scenery of any depth, foresaking all cover saves and los blocks,, then theyll get their opportunity! Played them 3 times since i learned of this strat and had plenty of opportunities with them every game. It transforms their usefulness imo, and returns them to what they do best - delivering 16CC knifey attacks wherever you need them.


I don’t know how this could work, seeing as you have to set them up within 6” of a board edge and 9” away from enemy units. The chance that there is a high enough ruin in this limited area, and that there is a suitable target within charge distance, seems very low.


You can buy grappling hooks and grab chutes,


ah, didn't know that. Seems very expensive for a pretty ineffective unit though.
   
Made in us
Esteemed Veteran Space Marine



Ottawa

 Mymearan wrote:
 argonak wrote:
 wuestenfux wrote:
Well, Primaris is more an anti-infantry army.

Indeed, Intercessors, Aggressors, Reivers, Inceptors, and Hellblasters have mostly shooty D1 weapons (up to supercharge plasma which is D2 and the obvious krak grenades). This will not be enough if you face a tank-heavy army.

Today, one needs about 40% of anti-tank/-monster in an army. Thus, taking a full Primaris army will not be sufficient to deal with all threats.

The Repulsor with las-talon (D3), two krak-storm grenade launchers (D3), and twin lascannon (D6) is an anti-tank vehicle, but very costly pointwise.



Yeah, primaris really need some sort of devestator type troop if they’re going to leave the shorties at home.


Automatically Appended Next Post:
 Mymearan wrote:
grouchoben wrote:
It works. Unless your opponent is willimg to set up play with a 9" bubble around all scenery of any depth, foresaking all cover saves and los blocks,, then theyll get their opportunity! Played them 3 times since i learned of this strat and had plenty of opportunities with them every game. It transforms their usefulness imo, and returns them to what they do best - delivering 16CC knifey attacks wherever you need them.


I don’t know how this could work, seeing as you have to set them up within 6” of a board edge and 9” away from enemy units. The chance that there is a high enough ruin in this limited area, and that there is a suitable target within charge distance, seems very low.


You can buy grappling hooks and grab chutes,


ah, didn't know that. Seems very expensive for a pretty ineffective unit though.


If you were following along with the discussion, you might have noticed that those who used them have said the exact opposite - that they are effective in this configuration

With both grav and grapnels, they become a very versatile bully unit, just as they should be.
   
Made in gb
Ship's Officer



London

I'm not sold on reivers. I think that anything they can kill can be dealt with much more easily with dakka. Inceptors are the obvious alternative for getting rid of enemy infantry in hard to reach places. I might be biased because I play crimson fists, so ignore the enemy's cover.
   
Made in us
Regular Dakkanaut




Mandragola wrote:
I'm not sold on reivers. I think that anything they can kill can be dealt with much more easily with dakka. Inceptors are the obvious alternative for getting rid of enemy infantry in hard to reach places. I might be biased because I play crimson fists, so ignore the enemy's cover.


Reivers are best at hitting dug-in targets behind cover. Cover isn't exactly the greatest but it still gives a pretty significant bonus against shooting that you can't really ignore. Things like camo cloak scouts, rangers, MEQ in cover, etc are all things you don't generally want to shoot at if you can get into CC with.
   
Made in gb
Ship's Officer



London

Hoodwink wrote:
Mandragola wrote:
I'm not sold on reivers. I think that anything they can kill can be dealt with much more easily with dakka. Inceptors are the obvious alternative for getting rid of enemy infantry in hard to reach places. I might be biased because I play crimson fists, so ignore the enemy's cover.


Reivers are best at hitting dug-in targets behind cover. Cover isn't exactly the greatest but it still gives a pretty significant bonus against shooting that you can't really ignore. Things like camo cloak scouts, rangers, MEQ in cover, etc are all things you don't generally want to shoot at if you can get into CC with.


Sure, but as I said I play crimson fists. Those kinds of units can actually be shot down pretty easily if I've got some infantry with some AP on their guns. If anything, inceptors are kind of overkill and my intercessors can often get the job done. Scout snipers in cover get a 5+ save instead of a 2+, for example.
   
Made in us
Longtime Dakkanaut




Ute nation

Mandragola wrote:
I'm not sold on reivers. I think that anything they can kill can be dealt with much more easily with dakka. Inceptors are the obvious alternative for getting rid of enemy infantry in hard to reach places. I might be biased because I play crimson fists, so ignore the enemy's cover.


To Me, Reivers seem more like crowd control than a "killy" unit, meant for disrupting shooty units without fly (like tanks). Not that they are bad in CC, but with no option for power weapons, their high number of attacks just ends up being a high number of armor saves. I wish they had an option for dual heavy bolt pistols, which besides looking awesome, having an extra shot at a -1 AP would make them a better threat against armored opponents.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
 
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