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Made in ru
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While everyone is waiting for the new Astra Militarum codex, which already looks one of the best on 8th edition, let’s discuss the tactics of the units, which were released a few months earlier and we’ve got some playtests – Primaris Marines.

Are they so powerful as we expected and can you make a roster using only them? Let’s find out.

Primaris marines have a lot of obvious benefits. They are tougher than regular marines, and their weapons are more effective. Also, some units suggest unique battle methods.

For example – agressors. The unit capable of dealing the intolerable bolterdrill. And the cost of 6 models is only 258 pts. This guarantees us 36+6D6 Str4 shots and twice as many if they remained stationary. The transportation problem is easy to solve if you use Raven Guard stratagem and deploy them close to the enemy. 18 inches range is enough to feel comfortable. However, you might reach maximum effectiveness if they’d have re-rolls. Unfortunately, primaris characters can’t deepstrike, so the best solution is to use regular lieutenant (re-rolling to wound is more necessary since they have only Str4) on jump pack. And this already destroys the concept of the mono-primaris army.

Another great unit – reivers. They have a decent number of attacks in close combat (don’t forget about pistols), effectively decrease enemy’s leadership and don’t require transport. However, they also might need a character’s support and again we have to use space marines in TDA or with jump packs. Also, don’t forget that their close combat capability is not the best – professional fighters will likely destroy them.

So, you can see that the main problem of Primaris is not the high price. It’s compensated with an extra wound and the firepower. The main problem is lack of mobility. None of the characters can deepstrike. The only transport, repulsor is cool. It carries a lot of guns and is quite durable. But it’s also very expensive. So, you won’t take more than 2 of them. And, according to our experience, the enemy always tries to destroy it first, being afraid of its firepower. So, there’s a big chance that the vehicle which costs so much will be destroyed at the 1st turn.

And also, there are not so many units to transport. Hellblasters, another great unit, may require transportation if you give them rifles. Only heavy plasma squad can stay at its position and threaten the enemy. However, 36 inches range is not so much, and the enemy can easily avoid their fire. So, again, you need to think twice before placing them.

So, this makes characters completely doubtful. The chaplain, one of the best miniatures in the entire game, is totally useless since he can’t move fast and the only primaris close combat unit arrives via deepstrike. The same with the librarian – most space marines’ spells are either attack, or they affect close combat skills. Captain and lieutenants are useful for the gunline, but the problem is primaris don’t actually have a gunline.

And in fact, it’s great. In our space marines’ codex review we were disappointed with gunline as the only effective army concept. Almost all primaris units are attack-oriented and require thoughtful deployment and tactics. So, that’s why regular space marines are monotonous without primaris and primaris are illogical and lack synergy without regular space marines. So, the best way of using them is a wise combination of both. This should answer the fears of those who think that primaris have substituted our old space marines.

Find more in our blog:
https://warzone40k.com/how-to-play-primaris-marines

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I run an all Primaris army and so far as a gun line they have worked out pretty well.I should note that I play Ultramarines so their performance has a lot to do with Guilliman and his re-rolls.The repulsors are invaluable for their fire power and ability to reposition. I use aggressors but not with their bolters. I use the "firebat" variants for their auto hits.

"The world's best swordsman doesn't fear the second best; he fears the worst swordsman, because he can't predict what the idiot will do."-Admiral Honor Harrington (David Weber's take on Twain's original quote) 
   
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I play primaris marines to handicap myself for local games. They're mid tier AT BEST.


 
   
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Use them as Truescale Counts-As or use them to handicap yourself.
   
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Full Infantry primaris is best.

Build around Guilliman and primaris ancient with relic standard. Lot's of hell blasters - lots of intersessors. Move at the enemy and obliterate with heavy shooting with reroll to hit and wound in both phases.

If you run into an army that wants to advance into you. You probably can't lose this fight - as your mid-short range firepower is absolutely devastating. unfortunately there is very little you can do against a gunline with lots of vehicles.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
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 WhiteHaven wrote:
I run an all Primaris army and so far as a gun line they have worked out pretty well.I should note that I play Ultramarines so their performance has a lot to do with Guilliman and his re-rolls.The repulsors are invaluable for their fire power and ability to reposition. I use aggressors but not with their bolters. I use the "firebat" variants for their auto hits.
Do you find the flamer variant working out well for you? To me it seems like overwatch is the only time autohits are worth a damn, which doesn’t work against deep strikes or Hail Mary charges.
   
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 Xenomancers wrote:
Full Infantry primaris is best.

Build around Guilliman and primaris ancient with relic standard. Lot's of hell blasters - lots of intersessors. Move at the enemy and obliterate with heavy shooting with reroll to hit and wound in both phases.

If you run into an army that wants to advance into you. You probably can't lose this fight - as your mid-short range firepower is absolutely devastating. unfortunately there is very little you can do against a gunline with lots of vehicles.

Adding two or three Predators with lascannons could solve the ''vehicle problem''.

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 wuestenfux wrote:
 Xenomancers wrote:
Full Infantry primaris is best.

Build around Guilliman and primaris ancient with relic standard. Lot's of hell blasters - lots of intersessors. Move at the enemy and obliterate with heavy shooting with reroll to hit and wound in both phases.

If you run into an army that wants to advance into you. You probably can't lose this fight - as your mid-short range firepower is absolutely devastating. unfortunately there is very little you can do against a gunline with lots of vehicles.

Adding two or three Predators with lascannons could solve the ''vehicle problem''.

While true - it wouldn't be a true primaris army in that case. I have run it will Chronus in a pred + another pred and it did very well. I've also run it with 3 vindicators taking the point. All have done pretty well. The pure infantry build is the most impressive to me though. That Primaris ancient deals so much damage when you combine it with Guilliman giving rerolls. It's kind of like ynnari marines - but it only affects infantry.


Automatically Appended Next Post:
Bremon wrote:
 WhiteHaven wrote:
I run an all Primaris army and so far as a gun line they have worked out pretty well.I should note that I play Ultramarines so their performance has a lot to do with Guilliman and his re-rolls.The repulsors are invaluable for their fire power and ability to reposition. I use aggressors but not with their bolters. I use the "firebat" variants for their auto hits.
Do you find the flamer variant working out well for you? To me it seems like overwatch is the only time autohits are worth a damn, which doesn’t work against deep strikes or Hail Mary charges.
If you are ultra marines the flamers are good because you can drop out of CC to shoot your flamers with no negative. I'm not sure that the unit serves any purpose because you have good anti infantry already - plus they need a repulsor (which has great anti infatrny) They are just out of place. It's really too bad that the inceptors can't be armed with them.

This message was edited 1 time. Last update was at 2017/10/05 15:20:26


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
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Bremon wrote:
 WhiteHaven wrote:
I run an all Primaris army and so far as a gun line they have worked out pretty well.I should note that I play Ultramarines so their performance has a lot to do with Guilliman and his re-rolls.The repulsors are invaluable for their fire power and ability to reposition. I use aggressors but not with their bolters. I use the "firebat" variants for their auto hits.
Do you find the flamer variant working out well for you? To me it seems like overwatch is the only time autohits are worth a damn, which doesn’t work against deep strikes or Hail Mary charges.


They shine on overwatch for sure and as stated their ability to fall back and shoot is real nice too. I do run them in a repulsor (I run 2 in my lists) and so far they have worked out pretty good. We use open war cards for every game at the local game store so most people run balanced lists since you never know what the deployment will be. I really enjoyed painting my Primaris and they have been a blast playing so far.


Automatically Appended Next Post:



Automatically Appended Next Post:
Bremon wrote:
 WhiteHaven wrote:
I run an all Primaris army and so far as a gun line they have worked out pretty well.I should note that I play Ultramarines so their performance has a lot to do with Guilliman and his re-rolls.The repulsors are invaluable for their fire power and ability to reposition. I use aggressors but not with their bolters. I use the "firebat" variants for their auto hits.
Do you find the flamer variant working out well for you? To me it seems like overwatch is the only time autohits are worth a damn, which doesn’t work against deep strikes or Hail Mary charges.
If you are ultra marines the flamers are good because you can drop out of CC to shoot your flamers with no negative. I'm not sure that the unit serves any purpose because you have good anti infantry already - plus they need a repulsor (which has great anti infatrny) They are just out of place. It's really too bad that the inceptors can't be armed with them.


If interceptors had the flamers that would be amazing.

This message was edited 1 time. Last update was at 2017/10/05 15:40:44


"The world's best swordsman doesn't fear the second best; he fears the worst swordsman, because he can't predict what the idiot will do."-Admiral Honor Harrington (David Weber's take on Twain's original quote) 
   
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Looking at Primaris, their HQ's seem completely useless for what you want them for.

Librarian is same price as the normal Librarian but can't take any weapon options or jump packs. Same with Chaplain, Lieutenants, and Captain. Even the Apothecary is more expensive for no real bonus.

The things you want Captains, Lieutenants, and even things like Ancients for is for re-rolls and their buffs and special rules, but by taking normal ones, you can either soup them up to have better weapon options, or you can keep them super cheap and save a LOT of points for the rest of your army.

I could take a Captain in Gravis Armor, a Primaris Apothecary, a Primaris Ancient, and two Primaris Lieutenants in my list, or I could take the 'normal' versions of all of those, get the same buffs, and have enough room to stuff a Redemptor dread into my list.

If you're hoping to get more close-combat goodness out of your guys, yeah you get extra wounds, extra attacks, and in some cases extra toughness, but their weapon options are so limited. You can't put a thunder Hammer on a Captain in Gravis Armor. You can't give your Primaris Lieutenants Power Fists or Plasma Pistols. You can't give your Primaris Librarian a Force Axe. You get more survivability, but at the cost of weapons that have higher strength, better AP, and would do more damage. They're better at receiving a charge, because they might survive longer, but they're terrible at charging because their weapon options are weak.

On the other hand, if you're looking for more potent assault HQ options, there are Captains on bikes that have much better mobility and higher toughness, and can take just about any weapon you want to give them. You can get Storm Shields on your HQ to get that juicy 3+ invul save that Primaris lacks as well.

This message was edited 1 time. Last update was at 2017/10/05 16:01:52


 
   
Made in ca
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Can you not sfts characters?

Will be running primaries with fellblade, any suggestions? The redemptorsgood for LOS blocking the fellblade?

This message was edited 1 time. Last update was at 2017/10/05 17:46:06


 
   
Made in ca
Dakka Veteran




 WhiteHaven wrote:
Bremon wrote:
 WhiteHaven wrote:
I run an all Primaris army and so far as a gun line they have worked out pretty well.I should note that I play Ultramarines so their performance has a lot to do with Guilliman and his re-rolls.The repulsors are invaluable for their fire power and ability to reposition. I use aggressors but not with their bolters. I use the "firebat" variants for their auto hits.
Do you find the flamer variant working out well for you? To me it seems like overwatch is the only time autohits are worth a damn, which doesn’t work against deep strikes or Hail Mary charges.


They shine on overwatch for sure and as stated their ability to fall back and shoot is real nice too. I do run them in a repulsor (I run 2 in my lists) and so far they have worked out pretty good. We use open war cards for every game at the local game store so most people run balanced lists since you never know what the deployment will be. I really enjoyed painting my Primaris and they have been a blast playing so far.


Automatically Appended Next Post:




Automatically Appended Next Post:
Bremon wrote:
 WhiteHaven wrote:
I run an all Primaris army and so far as a gun line they have worked out pretty well.I should note that I play Ultramarines so their performance has a lot to do with Guilliman and his re-rolls.The repulsors are invaluable for their fire power and ability to reposition. I use aggressors but not with their bolters. I use the "firebat" variants for their auto hits.
Do you find the flamer variant working out well for you? To me it seems like overwatch is the only time autohits are worth a damn, which doesn’t work against deep strikes or Hail Mary charges.
If you are ultra marines the flamers are good because you can drop out of CC to shoot your flamers with no negative. I'm not sure that the unit serves any purpose because you have good anti infantry already - plus they need a repulsor (which has great anti infatrny) They are just out of place. It's really too bad that the inceptors can't be armed with them.



The problem in my eyes is that they just aren’t that good at surviving CC. 6 wounds in a min squad means falling back and roasting is less effective. Outside of overwatch the dakka version averages nearly the same amount of hits but has a threat range more than doubled and can shoot against charges outside of 8”. They can also use auspex scan if I’m not mistaken.

This message was edited 1 time. Last update was at 2017/10/05 19:32:44


 
   
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kingleir wrote:
Can you not sfts characters?

Will be running primaries with fellblade, any suggestions? The redemptorsgood for LOS blocking the fellblade?

Probably best to run with ultras - Take Tiggy and put -1 to hit on the Fellblade every turn and give it +1 T if that is helpful (I think that makes it t10 which is really bad for lascannons.) I would run it as a flachion. It will cover all your anti tank needs so the rest of your army go for anti infantry. Take Calgar or another chapter master and a lot of intercessors/ reivers to screen / take objectives.


Automatically Appended Next Post:
drbored wrote:
Looking at Primaris, their HQ's seem completely useless for what you want them for.

Librarian is same price as the normal Librarian but can't take any weapon options or jump packs. Same with Chaplain, Lieutenants, and Captain. Even the Apothecary is more expensive for no real bonus.

The things you want Captains, Lieutenants, and even things like Ancients for is for re-rolls and their buffs and special rules, but by taking normal ones, you can either soup them up to have better weapon options, or you can keep them super cheap and save a LOT of points for the rest of your army.

I could take a Captain in Gravis Armor, a Primaris Apothecary, a Primaris Ancient, and two Primaris Lieutenants in my list, or I could take the 'normal' versions of all of those, get the same buffs, and have enough room to stuff a Redemptor dread into my list.

If you're hoping to get more close-combat goodness out of your guys, yeah you get extra wounds, extra attacks, and in some cases extra toughness, but their weapon options are so limited. You can't put a thunder Hammer on a Captain in Gravis Armor. You can't give your Primaris Lieutenants Power Fists or Plasma Pistols. You can't give your Primaris Librarian a Force Axe. You get more survivability, but at the cost of weapons that have higher strength, better AP, and would do more damage. They're better at receiving a charge, because they might survive longer, but they're terrible at charging because their weapon options are weak.

On the other hand, if you're looking for more potent assault HQ options, there are Captains on bikes that have much better mobility and higher toughness, and can take just about any weapon you want to give them. You can get Storm Shields on your HQ to get that juicy 3+ invul save that Primaris lacks as well.

Primaris HQ's are a big let down for sure. Models look great though. Out of all of them - the Gravis is actually the best. He comes with a good CC load out and the T5 is helpful. I am so pissed I can't give this guy the primarch wrath relic to make him more useful. Also a little annoyed there is no primaris tech-marine.

This message was edited 1 time. Last update was at 2017/10/06 13:54:29


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
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How to play with Primaris Space Marines? Take a cue from Dark Helmet.

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I’m mostly annoyed that my favourite Primaris HQ is the birthday captain...and the mass release captain has an ultramarine mohawk. Gravis captain looks great but there are 0 times that the power sword is the weapon to use rather than the fist so it’s 10 wasted points.
   
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Bremon wrote:
I’m mostly annoyed that my favourite Primaris HQ is the birthday captain...and the mass release captain has an ultramarine mohawk. Gravis captain looks great but there are 0 times that the power sword is the weapon to use rather than the fist so it’s 10 wasted points.


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 Tamwulf wrote:
How to play with Primaris Space Marines? Take a cue from Dark Helmet.


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Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


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I guess you shoot the enemy with their guns and hope that they don't die to return fire or charges?

At the moment, they look like a starter army... unless you only take their best units like Hellblasters and Repulsors and use them in mass?

I don't play them and literally no one I know plays them, so I'd be interested to know if I'm wrong.

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 Corrode wrote:
Bremon wrote:
I’m mostly annoyed that my favourite Primaris HQ is the birthday captain...and the mass release captain has an ultramarine mohawk. Gravis captain looks great but there are 0 times that the power sword is the weapon to use rather than the fist so it’s 10 wasted points.


The crest is optional.
isn’t there a groove in the helmet? Besides, he also doesn’t have access to a power fist or really anything that makes him worthwhile. Power sword and a auto bolt rifle. Yuck.
   
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Bremon wrote:
I’m mostly annoyed that my favourite Primaris HQ is the birthday captain...and the mass release captain has an ultramarine mohawk. Gravis captain looks great but there are 0 times that the power sword is the weapon to use rather than the fist so it’s 10 wasted points.

There are plenty of times that the sword is a better option. It suffers no negative to hit and if they have T3 You are better off with the sword almost always - flat 2 wounds is better than d3 too IMO. Clearly you'd rather he have a bolter so you can give him a relic bolter to make use of that 2+ bs.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
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The -1 to hit is offset by the fact he’s likely going to be 2+ to wound against the majority of things, and many things with 2 wounds have a toughness that swings even further in the favour of the fist.

I’d rather the Primaris captain of all units had some options beyond the whims of what some sculpter in GWs basement cares to model. Plasma pistol. Chainsword. Anything.

Maybe the BA eventual release will see a Gravis captain with a jump pack one day or DA can see more Primaris characters with plasma, etc.
   
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Just getting into 40K and am painting the DI set as well as Aggressors and a Repulsor. Posts like this are making me really consider not going Primaris only. Seems like in general I can use non-Primaris units for similar benefits so that I have additional units in my army.
   
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SPE825 wrote:
Just getting into 40K and am painting the DI set as well as Aggressors and a Repulsor. Posts like this are making me really consider not going Primaris only. Seems like in general I can use non-Primaris units for similar benefits so that I have additional units in my army.
No marines are very strong in terms of power level. I don't feel like primaris marines are a handicap compared to standard marines is what I'm trying to say. For HQ most of the standard options are better though - that much is clear.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
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SPE825 wrote:
Just getting into 40K and am painting the DI set as well as Aggressors and a Repulsor. Posts like this are making me really consider not going Primaris only. Seems like in general I can use non-Primaris units for similar benefits so that I have additional units in my army.
You can definitly use alternative non primarus things to do the same thing as a primarus

but ultimately what makes primarus primarus is that they are two wounds and look cool.

they also still for the most part function so i dont really see a problem.

the only things they are missing is veterans, character with movement upgrades and you dont benefit from a good deal of your stratagems (as often they are specific to units like sternguard, TFC)

I feel like the weakest thing about them is list building. absolutely no way to do a pure primarus brigade in 2k and you have only one options for Fast attack and heavy, and 200 options for elite.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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This. Primaris are a sad joke. An expensive, sad joke.
   
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Martel732 wrote:


This. Primaris are a sad joke. An expensive, sad joke.


Well maybe for the most competitive of dick waving competitions sure

they are fine in casual/semi casual groups.

and subjectivly one of the best looking lines for what they are supposed to be. spacemarine spacemarines.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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Are they, though? Their lack of shooting options makes them noticeably easier to defeat even in a casual setting, I think. I haven't fielded an index BA list yet that I think has a chance of losing to a primaris list and I'm like 2-15 in 8th ed lol. Of course, none of my usual opponents will touch primaris with a 10' pole.

This message was edited 1 time. Last update was at 2017/10/06 18:47:11


 
   
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Martel732 wrote:
Are they, though? Their lack of shooting options makes them noticeably easier to defeat even in a casual setting, I think. I haven't fielded an index BA list yet that I think has a chance of losing to a primaris list and I'm like 2-15 in 8th ed lol. Of course, none of my usual opponents will touch primaris with a 10' pole.


Have yet to lose against other space marines (partial soup as well) , chaos, dark eldar with my more tuned list.

Plenty of imperial knights and lord of skulls exploding.

This message was edited 2 times. Last update was at 2017/10/06 19:27:59


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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Western Kentucky

They seem a bit thin right now to go pure primaris. I know they definitely struggle against infantry guard. Their troops lack rate of fire to deal with hordes and their dedicated anti horde bits (aggressors, redemptor dreads and repulsors going full dakka) are usually present in small enough numbers that IG can pick out the dangerous bits turn 1-2, especially since they lack the numbers to safely bubble wrap against stormtrooper drops.

Might be a little biased though, since I tend to run a lot of autocannons which are pretty much tailor made to hammer primaris marines.

Mixed in with regular marines they seem to do well. I know a Raven Guard player who mixes standard and primaris pretty well and he likes what they bring to the table.

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