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Made in au
Slippery Ultramarine Scout Biker




Sydney

I just got a set of Aggressors and i was wondering what i should equip them with. I plan on having them act as a shieldline for my other units dealing damage while also tanking hits, and they will mainly be fighting against 'Nids and other Marines. I also do not plan on getting a Repulsor for awhile. So should i give them Auto Boltstorm Gauntlets and Fragstorm Launchers, or Flamestorm Gauntlets?

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Against Nids I'd probably go for the Auto Boltstorm. So many shots at 18".

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Jinking Ravenwing Land Speeder Pilot




Hanoi, Vietnam.

Can you mix and match? I don't have the codex. I would probably go with Boltstorm Gauntlets unless I was doing Salamanders, in which case I'd go with Flamestorm. Let the fluff decide.
   
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Slippery Ultramarine Scout Biker




Sydney

 Ginjitzu wrote:
Can you mix and match? I don't have the codex. I would probably go with Boltstorm Gauntlets unless I was doing Salamanders, in which case I'd go with Flamestorm. Let the fluff decide.
Unfortunately, you cannot mix and match. They all have to be the same.

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Made in gb
Regular Dakkanaut






been wondering the same thing my self. For me I think the flamers win it just because the unit is cheaper and auto hits so handy when getting charged and attacking anything that has that -1 to hit rule which i get a feeling is going to get more and more.

even though flamers are short range the aggressors being able to advance with no penalty makes them surprisingly fast. All this though is guess work as haven't fielded them or even bought them yet etheir load out you pick i think full 6 man squad is best with a medic and if eventually loading them up in transport would say 4 aggressors a Chaplin and medic.

   
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Stern Iron Priest with Thrall Bodyguard



UK

Thing is they can't deep strike so your spending 2-3 turns not attacking with your flamers if its an army that refuses to close.
   
Made in au
Slippery Ultramarine Scout Biker




Sydney

hobojebus wrote:
Thing is they can't deep strike so your spending 2-3 turns not attacking with your flamers if its an army that refuses to close.
Well fortunately, the players at the store i go to love to rush XD

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Stern Iron Priest with Thrall Bodyguard



UK

 SubCommander wrote:
hobojebus wrote:
Thing is they can't deep strike so your spending 2-3 turns not attacking with your flamers if its an army that refuses to close.
Well fortunately, the players at the store i go to love to rush XD


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Made in fi
Courageous Space Marine Captain






I really don't see the point of the flamers; with them you pretty much never get to utilise the amazing fire-twice- if-stationary ability.

   
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Chaplain with Hate to Spare





Sioux Falls, SD

 Crimson wrote:
I really don't see the point of the flamers; with them you pretty much never get to utilise the amazing fire-twice- if-stationary ability.
I guess the idea was that the ability to autohit should be their draw.

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 casvalremdeikun wrote:
 Crimson wrote:
I really don't see the point of the flamers; with them you pretty much never get to utilise the amazing fire-twice- if-stationary ability.
I guess the idea was that the ability to autohit should be their draw.

Meh. On average the flamers will score seven hits, while the bolt & grenade combo will score 6.25. Not a huge difference even when firing just once.

   
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Chaplain with Hate to Spare





Sioux Falls, SD

 Crimson wrote:
 casvalremdeikun wrote:
 Crimson wrote:
I really don't see the point of the flamers; with them you pretty much never get to utilise the amazing fire-twice- if-stationary ability.
I guess the idea was that the ability to autohit should be their draw.

Meh. On average the flamers will score seven hits, while the bolt & grenade combo will score 6.25. Not a huge difference even when firing just once.
oh absolutely. I am just thinking that GW must have been thinking the autohit was worth it.

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Lord Commander in a Plush Chair






Aggressors rules are all over the place.

They can advance and ignore the to hit penalty. Ok, well 1 set of gun auto-hits anyways, the other has 18" of range; they could walk to a target.

They can stand still and shoot twice, including overwatch. Ok, the weapon that gets the best use out of that has an 8" range.

They just don't seem to make much sense outside of acting as a shield-wall, and there aren't any marine units that really need said wall. I am likely to buy a pack or 2, but I also play guard and admech, I have units I want to keep out of melee at all costs. When I do get them, I will still have a bit of a decision to make, and might proxy each for a few games. A strong defensive unit that can be ignored for most of the game (flamers), or a strong defensive unit that actually gets to shoot sometimes(bolters), and might actually advace to an objective or objective holding unit late-game.

Their abilities are tactically flexible, but making use of 1 denies the other and you are paying points for both.

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Sioux Falls, SD

 Kommissar Kel wrote:
Aggressors rules are all over the place.

They can advance and ignore the to hit penalty. Ok, well 1 set of gun auto-hits anyways, the other has 18" of range; they could walk to a target.

They can stand still and shoot twice, including overwatch. Ok, the weapon that gets the best use out of that has an 8" range.

They just don't seem to make much sense outside of acting as a shield-wall, and there aren't any marine units that really need said wall. I am likely to buy a pack or 2, but I also play guard and admech, I have units I want to keep out of melee at all costs. When I do get them, I will still have a bit of a decision to make, and might proxy each for a few games. A strong defensive unit that can be ignored for most of the game (flamers), or a strong defensive unit that actually gets to shoot sometimes(bolters), and might actually advace to an objective or objective holding unit late-game.

Their abilities are tactically flexible, but making use of 1 denies the other and you are paying points for both.
Pretty much all of this. I ended up not buying them for this exact reason. They try to do too many things at once, and they end up not being very good at any of those things. I will just take Intercessors and accomplish much of the same thing.

My issue with the Aggressors is that they didn't bring anything new to the table. Primaris all can do Anti-Infantry. They need Anti-Tank, which Hellblasters perform okay. If Aggressors had Meltaguns on their gauntlets and Frak Grenade Launcher and on their backs, I would have seen a use for them. As of right now, I would rather take a unit of Inceptors with Assault Bolters. They get better Str, AP, and range (the Inceptors are infinitely more mobile). Sure, Inceptors run 47 pts more for the squad, but they do what they do fairly well. Heck, even being able to charge in, lay down some Mortal Wounds, fight decently well in CC, then bounce out and resume shooting isn't the worst strategy.

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Made in ca
Infiltrating Broodlord





Oshawa Ontario

I'm doing boltstorm and grenade launchers.

I have an old army built across many editions, meaning I don't really have any good "weight of fire" units (aka, Dicestorm). With the departure of template and blast weapons, WoF is the only way to kill things these days, and Agressors do a fairly good job of it for space marines.

Worst case scenario they are 18+3D6 shots (averaging ~28.5 shots) for 129 points.
Best case they are 36 +6D6 shots (averaging 57 shots), with a ton of rerolls from Guilliman, a captain or Lieutenants.

You can abuse the Raven Guard infiltration tactic and have them deploy 9" from a squishy or valuable infantry target, and then just vaporize them first turn (should be able to bury a 5 man devastator squad, or something like 15-18 guard/gaunt level troops).

The flamers are a 100% reactionary choice IMO. Use them as an overwatch wall, or counter unit when your screen does get hit. It's risky though because you can consolidate into melee, which would just ruin the unit.

There's not many units that do WoF better in the marine book, but I'm also outfitting my Storm Raven with hurricane bolters to help out. It feels like if you aren't putting out 100+ shots a turn at 1500 points, you just aren't doing enough damage.

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