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Made in us
Long-Range Ultramarine Land Speeder Pilot





USA - New York

Hello,
Haven't played in quite a while and was hoping to get back into the swing with some new NuMarines. Looking to get a competive and fun base list going, but certainly not concerned about winning every game. I am hoping to get some Primaris Marines since I like the new models, and paint them up in Mentor colors, but I have read that strictly primaris marines have a number of weaknesses. I wouldnt mind going in for a small number of allies to fill up that void but am unsure where to start.

I had considered maybe buyin a couple of close range custodes and a group of jetbikes maybe to help out, but was really just looking for general advice playing mainly primaris.

Wondering if I need allies, and if so open to suggestions.

Cheers.

This message was edited 1 time. Last update was at 2019/11/04 22:37:42


4000pts  
   
Made in gb
Longtime Dakkanaut





UK

Primaris have rock-hard line infantry and various sources of excellent anti-infantry firepower. What they are somewhat short on is dedicated melee units and long-ranged anti-tank weapons (although the new Repulsor Executioner and Eliminators with Las Fusils have improved this).

The new Space Marine codex has introduced something called Doctrines which are an additional set of bonuses that apply if your whole army (not just individual detachments) are pure Space Marines. Allying in other armies like Custodes will lose you these bonuses (and they are quite tasty). For that reason, you may want to try and cover any shortcomings with Firstborn (old) Marines.

A few choice units like Devastator squads, vehicles, Jump Captain with Thunder Hammer and Storm Shield and possibly some sort of melee should be enough to support a mostly-Primaris force.

Mentor Legion have no known Primarch meaning you are free to choose whichever Chapter Traits from the new codex take your fancy. In practice, the Iron Hands trait has quickly emerged as the best one in the codex as it significantly boosts heavy weapons fire. A mostly Primaris force backed up by a couple of Dreadnoughts, a couple of Repulsors and a couple of Stormhawk Interceptors is a very hard-hitting army that is pretty much top-tier at the moment. In GW nerfs Iron Hands, you can always switch to another Chapter Trait any time you like (or experiment with many traits just for fun) since your Chapter has no established genetic ancestry.

This message was edited 1 time. Last update was at 2019/11/04 22:50:23


I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Shadowy Grot Kommittee Memba






 AtariAssasin wrote:
Hello,
Haven't played in quite a while and was hoping to get back into the swing with some new NuMarines. Looking to get a competive and fun base list going, but certainly not concerned about winning every game. I am hoping to get some Primaris Marines since I like the new models, and paint them up in Mentor colors, but I have read that strictly primaris marines have a number of weaknesses. I wouldnt mind going in for a small number of allies to fill up that void but am unsure where to start.

I had considered maybe buyin a couple of close range custodes and a group of jetbikes maybe to help out, but was really just looking for general advice playing mainly primaris.

Wondering if I need allies, and if so open to suggestions.

Cheers.


Your information miiiight be a bit out of date.

All-primaris armies are extremely powerful with some of the new traits that marines just got, and if you are flexible as to which tactic to use, they can be taken in a number of different, very strong directions. The strongest numarine units right now seem to be:

Intercessors. They protec. They attac. but most importantly, they sit in the bac. The ability to slap peoples gak at full effectiveness from 30" away makes intercessors an extremely strong marine troop choice. Mostly I see min squads, but you have some incentive to rock 10 of these duders if you want to use the "hey my bolters are shooting 4 shots now, enjoy" stratagem. After the initial buzz about them, the other new primaris troops just seem to be a bit expensive for what they bring to the table. Best chapters for a focus on Intercessors: Imperial Fists, Ultramarines

Repulsors/Repulsor Executioners. Very strong with the Iron Hands rules. Also I believe it's Ultramarines who get a stratagem making a vehicle count as having not moved at all, so you could still do a double shoot even if you fell back with an executioner, which is very very good.

Aggressors. Again that "count as though you didn't move" stratagem is the key here. Aggressors are very very good in Salamanders mounted up in that new Impulsor transport, scoot it up the board 14", hop them out 3", and pop the stratagem to count as having not moved....

Invictus Warsuits. Good for everybody. Literally just a super-kickass dreadnought with that super flamer and fist right in their face turn 1.

redemptor Dreadnoughts. Really great for Iron Hands, passable for everybody else. IH not only ignore the move and shoot heavy penalty, but they can make a dreadnought a character, basically turning your bullet firehose into a nigh-untargetable nightmare.

Eliminators. Really want to be Raven Guard, but also seem to work fairly well for everybody else. The problem with these is you want a bunch in order to be able to definitely take down 1 character each time they all shoot.

Impulsors. Combo best with Aggressors, Hellblasters, and maybe Auto Bolt Rifle aggressors (but they are maybe a bit too expensive for them). They solve the big problem hellblasters always had of not being able to get within 15 without getting shot up.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Long-Range Ultramarine Land Speeder Pilot





USA - New York

Thank you for the info. I guess the main thing I had heard was the lack of mobility and close combat dedicated units, but I’m glad to hear that it’s at least feasible if not strong. I have the Marine half of the dark imperium set so far and am looking to branch out.

4000pts  
   
Made in us
Shadowy Grot Kommittee Memba






 AtariAssasin wrote:
Thank you for the info. I guess the main thing I had heard was the lack of mobility and close combat dedicated units, but I’m glad to hear that it’s at least feasible if not strong. I have the Marine half of the dark imperium set so far and am looking to branch out.


Lack of mobility is definitely not a problem with the new Impulsor transport and the Repulsor, and lack of dedicated melee....well, most competitive lists these days don't bother with melee at all. Now that primaris marines can pump out damage at 30" that most dedicated melee units struggle to deal when they've gotten over to you, weathered your overwatch, and maybe popped a strat or two, melee seems kinda pointless.

There's also the fact that Shock Assault makes your average Intercessor squad kind of embarrassingly good at melee as well compared to a lot of dedicated melee units.

Oh what does your wych do? 3 S3 Ap- melee attacks? That's cool, that's cool, my dude who drops twice the firepower of a Tau Fire Warrior at 30" also throws 3 Strength 4 punches if he charges or is charged.

The reason primaris don't do melee is because they have no need to, not because they can't.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Long-Range Ultramarine Land Speeder Pilot





USA - New York

I suppose things go in cycles. I guess MELEE is out of fashion right now.

I'm looking to put together a list of stuff to pick up-
Do Impulsors/Executioners work like the old rhino/razorback kits? In that you should just get a razorback because it was essentially the rhino kit with more stuff? Right now I'm looking to add the start collecting set (when it comes out) and some assortment of other stuff, which should give me a base at least to work from (I hope).

4000pts  
   
Made in gb
Longtime Dakkanaut





UK

 AtariAssasin wrote:

Do Impulsors/Executioners work like the old rhino/razorback kits? In that you should just get a razorback because it was essentially the rhino kit with more stuff? Right now I'm looking to add the start collecting set (when it comes out) and some assortment of other stuff, which should give me a base at least to work from (I hope).

No, GW have wised up to this unfortunately so now you need to get the specific vehicle kits. Impulsor, Repulsor and Repulsor Executioner are each a separate kit and can only be built as that tank.

The Impulsor is fast but lightly armed. It can only transport 6 Marines and no Gravis (so sadly you cannot put Aggressors in one). But units can disembark (but not charge) AFTER it moves. Best use is to load it up with 5 Hellblasters and Captain. Zoom forward, Overcharge and melt something!

Repulsor is you basic Transport with a transport capacity of 10 and enough dakka to make an Ork Mekboy blush. Best used to protect Intercessors from Turn 1 firepower or get Aggressors into position.

Executioner is your main battle tank and comes with a big gun that can fire twice if you move below half speed. Can Transport 5 Marinesif necessary but usually wants to either hang back or advance slowly.

I stand between the darkness and the light. Between the candle and the star. 
   
 
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