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Made in us
Fresh-Faced New User




I picked up the Dark Imperium box because I needed a new paper copy of the rulebook and that I'd get a whole bunch of heavily discounted units in the process.

I play Dark Angels, and while I'm sure that I can think up a few ways to try to bring more of this untrustworthy greenwing into my army, I thought I'd ask if there were any chapters where it would be pretty easy to turn these guys into the core of a new army for me (and yes, before you ask, my DA already have plenty of hellblasters).

If there's no obvious answer, I'm happy to just let these dudes go unpainted for a while, but I figured someone might have an obvious solution to this question that I'm not seeing. Thanks in advance!

PS - don't worry, I have plenty of ideas for what to do with the other half of the box. Grandpapa Nurgle's finest are getting put to work, my friends.

   
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Decrepit Dakkanaut




Only Raven Guard. If you count Deathwatch, then Deathwatch is good too. Maybe even better with the offensive output just being so much better than a -1 to be hit.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
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The Void

Slayer-Fan123 wrote:
Only Raven Guard. If you count Deathwatch, then Deathwatch is good too. Maybe even better with the offensive output just being so much better than a -1 to be hit.


DW primaris are a cut above regular primaris, but DW stormbolter vets seem to be better in general due to the extra firepower.

Always 1 on the crazed roll. 
   
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Deathwatch Primaris have to take the cake due to their superior stratagems, SIA and ability to mix unit types in a single troop choice. Behind them it will go to guiliman ultras or raven guard.

 
   
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 Drudge Dreadnought wrote:
Slayer-Fan123 wrote:
Only Raven Guard. If you count Deathwatch, then Deathwatch is good too. Maybe even better with the offensive output just being so much better than a -1 to be hit.


DW primaris are a cut above regular primaris, but DW stormbolter vets seem to be better in general due to the extra firepower.

They definitely have less staying power than Intercessors against D1 or anything without static damage.

I will say that a pure squad of Aggressors would probably be better strictly as Raven Guard though.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ca
Commander of the Mysterious 2nd Legion





Primaris aren't really, IMHO a stand alone force right now, and are best used along side their smaller brethren

Opinions are not facts please don't confuse the two 
   
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Archmagos Veneratus Extremis




On the Internet

Raven Guard are likely your best defensive choice (especially for gunline based Primaris) but personally I see some utility for Imperial Fists. Mostly because ignoring cover saves means your can uproot units hiding in terrain better.
   
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Australia

Space Wolves look like they're going to work well with Primaris. I'd suggest waiting for that codex before deciding.
   
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 Eonfuzz wrote:
Space Wolves look like they're going to work well with Primaris. I'd suggest waiting for that codex before deciding.

That Outflanking Strategem will be good for Intercessors and Aggressors actually. The bonus to hitting also makes Aggressors a lot better, though it helps Reivers less than Blood Angels would.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Fresh-Faced New User




This is all really helpful advice. Thanks, everyone!

 Eonfuzz wrote:
Space Wolves look like they're going to work well with Primaris. I'd suggest waiting for that codex before deciding.


I meant to say this in my post, but I'm definitely going to wait until I see the SW codex before I make a final decision here. It's still helpful to know what my other options might be, though.
   
Made in gb
Horrific Hive Tyrant





Depends how competitive you want to be. If you're entering tournaments, sure Raven Guard or Deathwatch.

If you're just looking for something decent for pick up games, there are some nice synergies in Dark Angels. They have a strat that increases the damage characteristic of plasma weapons in a unit by 1, which is lovely on Hellblasters and Plasma Inceptors. Also standing still and rerolling 1s is nice to have as an option with those units too, as well as with Aggressors synergising with their ability to shoot twice.
   
Made in us
Longtime Dakkanaut




I think the Ultramarines work well with them.

With my Primaris I prefer to shoot over any HTH, and the Ultramarine's really support that between falling back, and a plethora of ways to make sure they hit nearly all the time.
   
Made in us
Omnipotent Necron Overlord






This might sound crazy pants BUT Imperial fist actually works really good for primaris. Kantor gives them a huge buff. Reroll all hits and +1 attack and ignore cover is amazing on a ap-1 bolt rifle (basically ap-2 vs anything in cover).

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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 ClockworkZion wrote:
Raven Guard are likely your best defensive choice (especially for gunline based Primaris) but personally I see some utility for Imperial Fists. Mostly because ignoring cover saves means your can uproot units hiding in terrain better.


As much as I love Imperial Fists (IF), deathwatch can use SIA to essentially get the same effect as their ignores cover mechanic and also get a range bonus and re-roll wounds of 1, depending on your mission tactic, to boot. only time I think IF is better is against scouts with camo cloaks or equivalent that get additional save for being in cover.

This message was edited 1 time. Last update was at 2018/08/20 15:09:33


 
   
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Pyromaniac Hellhound Pilot






Being able to take 5 intercessors to catch bullets for your aggressors in deathwatch is great. Plus deathwatch have easy access to full re-rolls to hit via the watch captain, plus the power to start off the board in deep strike.

I vote deathwatch!

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
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Canada

I too would vote Deathwatch.
I was wondering what to do with those guys and found DW was a really good fit.
The veterans with the Storm Bolters and the Primaris all have their role to play and seems to promote an army on foot rather well.
My problem is how much diversity of chapters to show for the right shoulder pad.
My normal army is Black Templar and I have so much old school stuff for it the Primaris look really odd.

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
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On the Internet

Bananarama wrote:
 ClockworkZion wrote:
Raven Guard are likely your best defensive choice (especially for gunline based Primaris) but personally I see some utility for Imperial Fists. Mostly because ignoring cover saves means your can uproot units hiding in terrain better.


As much as I love Imperial Fists (IF), deathwatch can use SIA to essentially get the same effect as their ignores cover mechanic and also get a range bonus and re-roll wounds of 1, depending on your mission tactic, to boot. only time I think IF is better is against scouts with camo cloaks or equivalent that get additional save for being in cover.

I'm not going to deny that DW is basically Astartes +1, but if you want to go Vanilla I feel like RG are the defensive choice and IF are the more aggressive choice (though you can run the warlord trait to buff their cover saves too, but why would you take that over Storm of Fire since IF do best by throwing out massed fire?).

Deathwatch definitely gets a lot of perks over basic marine choices, no denying that. That said, I'm still painting my Primaris yellow.
   
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 ClockworkZion wrote:
Bananarama wrote:
 ClockworkZion wrote:
Raven Guard are likely your best defensive choice (especially for gunline based Primaris) but personally I see some utility for Imperial Fists. Mostly because ignoring cover saves means your can uproot units hiding in terrain better.


As much as I love Imperial Fists (IF), deathwatch can use SIA to essentially get the same effect as their ignores cover mechanic and also get a range bonus and re-roll wounds of 1, depending on your mission tactic, to boot. only time I think IF is better is against scouts with camo cloaks or equivalent that get additional save for being in cover.

I'm not going to deny that DW is basically Astartes +1, but if you want to go Vanilla I feel like RG are the defensive choice and IF are the more aggressive choice (though you can run the warlord trait to buff their cover saves too, but why would you take that over Storm of Fire since IF do best by throwing out massed fire?).

Deathwatch definitely gets a lot of perks over basic marine choices, no denying that. That said, I'm still painting my Primaris yellow.


Funny you say that RG are a more defensive choice when personally I find them incredibly offensive. Mass deployment from strike from the shadow and pray you get 1st turn then blast the crap out of everything. If you don't get first build a castle in the middle of the board with a chapter master, LT. and banner ancient and go pew pew in death. Personally not a huge fan of 50/50 win or lose on turn one armies, but it is there as a valid tactic.

 
   
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 Tibs Ironblood wrote:
 ClockworkZion wrote:
Bananarama wrote:
 ClockworkZion wrote:
Raven Guard are likely your best defensive choice (especially for gunline based Primaris) but personally I see some utility for Imperial Fists. Mostly because ignoring cover saves means your can uproot units hiding in terrain better.


As much as I love Imperial Fists (IF), deathwatch can use SIA to essentially get the same effect as their ignores cover mechanic and also get a range bonus and re-roll wounds of 1, depending on your mission tactic, to boot. only time I think IF is better is against scouts with camo cloaks or equivalent that get additional save for being in cover.

I'm not going to deny that DW is basically Astartes +1, but if you want to go Vanilla I feel like RG are the defensive choice and IF are the more aggressive choice (though you can run the warlord trait to buff their cover saves too, but why would you take that over Storm of Fire since IF do best by throwing out massed fire?).

Deathwatch definitely gets a lot of perks over basic marine choices, no denying that. That said, I'm still painting my Primaris yellow.


Funny you say that RG are a more defensive choice when personally I find them incredibly offensive. Mass deployment from strike from the shadow and pray you get 1st turn then blast the crap out of everything. If you don't get first build a castle in the middle of the board with a chapter master, LT. and banner ancient and go pew pew in death. Personally not a huge fan of 50/50 win or lose on turn one armies, but it is there as a valid tactic.

Honestly, Aggressors are about the only unit that needs RG deployment to dominate, everything else could go either way in my opinion.

That said, with so few options in the Primaris army for CP use (other than re-rolls and maybe Chapter Master) pushing most of your army into short range is feasible and less punishing than other RG builds.

I was speaking more from a chapter traits side of things though. Innately RG are more defensive due to the -1 to hit outside of 12" while IF tend to be more offensive due to ignoring cover.
   
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Rainbow Warriors.
   
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Denison, Iowa

Hold with me now, but how about UltraMarines? I like the +1 leadership thing, so they loose less to failed leadership tests when you have large squads. Being able to fall out of combat and still shoot is big too.
   
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 cuda1179 wrote:
Hold with me now, but how about UltraMarines? I like the +1 leadership thing, so they loose less to failed leadership tests when you have large squads. Being able to fall out of combat and still shoot is big too.


If you bring guiliman then yeah you can get some work done. Without him though I'd pass. the +1 leadership won't really ever matter when you run min squads (Which is what you would be doing) and while the fallback and shoot at -1 is good it does not compare to having lethal firepower and extra options (Deathwatch) or the -1 to hit and big money alpha strike potential (Raven Guard).

 
   
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East of England

DW wins, RG is great, then comes the rest...

Iron Hands are well suited to Primaris stat lines, as that 6++ FNP really helps out when facing 2d weapons. It slows down your squad wipes a lot. Iron Hands are also cantankerous flesh-hating weirdos, so they've got that going for them too.
   
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 Eonfuzz wrote:
Space Wolves look like they're going to work well with Primaris. I'd suggest waiting for that codex before deciding.

Apparently their intercessor sergeants cannot take power swords though (I know, makes no sense.) That is actually a significant drop in close combat power. The single powersword is bigger damage boost against MEQs for a five man unit than the SW chapter tactic!

   
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 Crimson wrote:
 Eonfuzz wrote:
Space Wolves look like they're going to work well with Primaris. I'd suggest waiting for that codex before deciding.

Apparently their intercessor sergeants cannot take power swords though (I know, makes no sense.) That is actually a significant drop in close combat power. The single powersword is bigger damage boost against MEQs for a five man unit than the SW chapter tactic!

They get chainswords instead don't they? So instead of 3 attacks with armor negation, they get 4 that get a +1 to hit if they were charged or charge (if they get heroically intervened they get nothing it seems). That looks decent on a line unit.
   
Made in fi
Courageous Space Marine Captain






 ClockworkZion wrote:
 Crimson wrote:
 Eonfuzz wrote:
Space Wolves look like they're going to work well with Primaris. I'd suggest waiting for that codex before deciding.

Apparently their intercessor sergeants cannot take power swords though (I know, makes no sense.) That is actually a significant drop in close combat power. The single powersword is bigger damage boost against MEQs for a five man unit than the SW chapter tactic!

They get chainswords instead don't they? So instead of 3 attacks with armor negation, they get 4 that get a +1 to hit if they were charged or charge (if they get heroically intervened they get nothing it seems). That looks decent on a line unit.

Sergeant gets chainsword yes. But do the math. Five SW Intercessors with the chapter tactic active do less damage to MEQ opponent than vanilla Intercessors with no combat buffs and the sergeant having a powersword. Obviously against poorly armoured foes the SW perform better. Still, by inexplicably preventing this close combat focused chapter from taking a weapon every other chapter can have, GW neutered close combat bonus of the SW Intercessors.

   
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 Crimson wrote:
 ClockworkZion wrote:
 Crimson wrote:
 Eonfuzz wrote:
Space Wolves look like they're going to work well with Primaris. I'd suggest waiting for that codex before deciding.

Apparently their intercessor sergeants cannot take power swords though (I know, makes no sense.) That is actually a significant drop in close combat power. The single powersword is bigger damage boost against MEQs for a five man unit than the SW chapter tactic!

They get chainswords instead don't they? So instead of 3 attacks with armor negation, they get 4 that get a +1 to hit if they were charged or charge (if they get heroically intervened they get nothing it seems). That looks decent on a line unit.

Sergeant gets chainsword yes. But do the math. Five SW Intercessors with the chapter tactic active do less damage to MEQ opponent than vanilla Intercessors with no combat buffs and the sergeant having a powersword. Obviously against poorly armoured foes the SW perform better. Still, by inexplicably preventing this close combat focused chapter from taking a weapon every other chapter can have, GW neutered close combat bonus of the SW Intercessors.


Math time:

It's a tiny difference (a 3.333% increase in damage for the squad vs MEQ) and the chainsword being free means it's actually more efficient on a damage per point basis (54 points spent per wound applied to MEQ for SW vs 54.5 for power sword). And against guardsmen (ie something you're actually likely to run into) the chainsword does more damage and is more efficient.

I definitely think they should be able to use power swords etc, but you probably wouldn't always want to anyway.

This message was edited 1 time. Last update was at 2018/08/21 11:52:13


 
   
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Somewhere over the rainbow, way up high

Hellblasters and plasma inceptors Synergize really, really well for Dark Angels....3 damage overcharging plasma, rerolling 1s if they didn't move? Anyone?

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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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 iGuy91 wrote:
Hellblasters and plasma inceptors Synergize really, really well for Dark Angels....3 damage overcharging plasma, rerolling 1s if they didn't move? Anyone?


The problem there is that it does cost CP and you have to not move. Good luck getting into rapid fire by not moving with hellblasters and good luck being able to stand still for a turn with inceptors after a deepstrike. Having ONE unit do +1 damage with plasma is not worth going Dark Angels over. They still lose out hard to Raven Guard and Deathwatch Primaris.

 
   
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 Tibs Ironblood wrote:
 iGuy91 wrote:
Hellblasters and plasma inceptors Synergize really, really well for Dark Angels....3 damage overcharging plasma, rerolling 1s if they didn't move? Anyone?


The problem there is that it does cost CP and you have to not move. Good luck getting into rapid fire by not moving with hellblasters and good luck being able to stand still for a turn with inceptors after a deepstrike. Having ONE unit do +1 damage with plasma is not worth going Dark Angels over. They still lose out hard to Raven Guard and Deathwatch Primaris.


So you deep strike in with a cheap company master? Get the buffs, remove a unit for sure? that isn't so bad. So...you can move the hellblasters and fire without penalty...you don't always have to overcharge.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
 
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