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Made in gb
Ship's Officer



London

Lemondish wrote:
Mandragola wrote:
People need to stop thinking of the repulsor just as protection. I guarantee you don't realise how many guns there are on that thing. It's ridiculous.

That said, I do struggle to see what goes inside it. Hellblasters are ok, but if you're putting them in a repulsor you may as well just have inceptors. Of course the trouble with inceptors is that they blow themselves up, because it's difficult to have a captain nearby (especially for pure primaris) and at that point you may as well have scions.

I wonder if the assault version of hellblasters, running on the ground, might turn out to be the best option. They aren't all that expensive so you could have at least a couple of units. They probably wouldn't overcharge all that often, but they could seriously hurt MEQs either way, at good range. The lost strength does hurt their AT, though they are kind of never worse than the heavy guys - if in range.

Shame about the heavies. They should probably be heavy 2 and a bit more expensive, or a lot less expensive. Right now there's no way they are even worth considering.


Well, you want the repulsor transporting something, even if it's difficult to see why. Hellblasters starting in it early gain the benefit of protection, sure, but you'll want to use that gun boat to drop something eventually, right? Especially since you'll need to get close for those weapons to have much of an effect. I don't meant to imply its only a transport, but it's part of why it's costed as it is, so I can't see why it wouldn't be used that way.

I agree on the assault hellblasters being great MEQ, which means the repulsor would benefit from having the rapid fire version in there and use the Repulsor to get them into double tap range for some tank hunting. Not sure if 8-9 is enough to get the job done, though that lovely birthday captain with plasma pistol would help. Poor LT (if you include him) will just have to stand around firing his silly autobolter at something else entirely. Add the las talon for 4 points more on the Repulsor and it might be a great set of AT mixed with some pretty solid dakka from the rest of the Repulsor's armament.


The point I was trying to make is that the repulsor is way more than just a 340 point transport. It's also a huge pile of dakka.

To get the maximum value out of the thing you'll need to find a way to use it as both a useful transport and a gunboat. There's probably a good combination here but I don't yet see it. 10 rapid fire hellblasters might be a decent option, with characters jogging along behind. Just give your lieutenant a sword - or take advantage of the fact he can fire his auto bolt rifle while advancing.

A good use for repulsors is to bundle characters in there to reduce the number of drops you have. But it looks like GW are taking up the ITC rule for first turn (roll off, with whoever finished deploying first getting +1) and that changes things a lot.
   
Made in us
Longtime Dakkanaut




Mandragola wrote:
Lemondish wrote:
Mandragola wrote:
People need to stop thinking of the repulsor just as protection. I guarantee you don't realise how many guns there are on that thing. It's ridiculous.

That said, I do struggle to see what goes inside it. Hellblasters are ok, but if you're putting them in a repulsor you may as well just have inceptors. Of course the trouble with inceptors is that they blow themselves up, because it's difficult to have a captain nearby (especially for pure primaris) and at that point you may as well have scions.

I wonder if the assault version of hellblasters, running on the ground, might turn out to be the best option. They aren't all that expensive so you could have at least a couple of units. They probably wouldn't overcharge all that often, but they could seriously hurt MEQs either way, at good range. The lost strength does hurt their AT, though they are kind of never worse than the heavy guys - if in range.

Shame about the heavies. They should probably be heavy 2 and a bit more expensive, or a lot less expensive. Right now there's no way they are even worth considering.


Well, you want the repulsor transporting something, even if it's difficult to see why. Hellblasters starting in it early gain the benefit of protection, sure, but you'll want to use that gun boat to drop something eventually, right? Especially since you'll need to get close for those weapons to have much of an effect. I don't meant to imply its only a transport, but it's part of why it's costed as it is, so I can't see why it wouldn't be used that way.

I agree on the assault hellblasters being great MEQ, which means the repulsor would benefit from having the rapid fire version in there and use the Repulsor to get them into double tap range for some tank hunting. Not sure if 8-9 is enough to get the job done, though that lovely birthday captain with plasma pistol would help. Poor LT (if you include him) will just have to stand around firing his silly autobolter at something else entirely. Add the las talon for 4 points more on the Repulsor and it might be a great set of AT mixed with some pretty solid dakka from the rest of the Repulsor's armament.


The point I was trying to make is that the repulsor is way more than just a 340 point transport. It's also a huge pile of dakka.

To get the maximum value out of the thing you'll need to find a way to use it as both a useful transport and a gunboat. There's probably a good combination here but I don't yet see it. 10 rapid fire hellblasters might be a decent option, with characters jogging along behind. Just give your lieutenant a sword - or take advantage of the fact he can fire his auto bolt rifle while advancing.

A good use for repulsors is to bundle characters in there to reduce the number of drops you have. But it looks like GW are taking up the ITC rule for first turn (roll off, with whoever finished deploying first getting +1) and that changes things a lot.


For it to have some chance to make back its points, you need It near gulliman. It can do a ton of wounds, but you need to have the rerolls. Best thing would be 9 hellblasters and an ancient, move up, dakka, next turn they get out and double tap.

Our group has played ITC since 8th released pretty much so used to the chance of not going first. Balances the game more. Primaris will usually have +1 anyways. You combat squad most of your things, as you don't need a SGT for the leadership as its super rare moral will effect you
   
Made in us
Omnipotent Necron Overlord






Gibs55 wrote:
Noctem wrote:
Building a bunch of my Primaris that I bought from the new releases. Is there anything particularly easy to magnetize that I should?

I'm trying to decide what to glue on weapon wise for my Redemptor, Repulsor, and Reivers.

1. Do I want the grenade launchers or the stormbolters on the Redemptor? Flamer or smaller Gatling? Plasma or Heavy Gatling?

2. I'm very tempted to go all Las on my Repulsor. Although I do have 10 Hellblasters with the incinerators. Will that be enough to just build Repulsor with dakka?

3. Reivers, combat knives and heavy bolt pistol or the smg looking guns (sorry brain fart)


I don't have my Repuslor yet and I agree it is a real conundrum (been using a LR as a proxy). However, with all the expensive stuff it pays to Magnetize all the big guns. My Reivers are going on ebay haha, they have been the most useless unit I have played with in awhile. I have to admit though they looked good on paper!

They should be troops. Why the heck are they elites?

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.
- Fox Mulder 
   
Made in se
Road-Raging Blood Angel Biker




I would prefer reivers as fast attack, could make an SM brigade semiviable. Just shove in 3x5 reivers with bolt carbines as chaff.
   
Made in us
Water-Caste Negotiator





Played my first game with my New Primaris Marines and they seem to be very durable. I picked up the repulsor and redemptor dread and I had some decent success with the repulsor. The Dreadnought got neutralized pretty badly in turn one sadly and I made the unfortunate decision to over charge his plasma incenerator and rolled a 3 on the d6 and rolled 3 1s leaving me at 3HP. Needless to say I feel the onslaught cannon might have been a better choice. However the big star of the game was the repulsor. This thing has SO many shots it's ridiculous. I only wish I had my captain walking on foot next to it to reroll one's. I was also very pleased with the performance of the hellblasters. Being able to over charge them and double tap them to delete a squad of enemy Primaris hiding in ruins was a testament of their potential. Definitely interested in filling these guys out.

I ran Iron Hands CT and found their main flesh is weak tactic to be pretty lackluster but the strategem that allowed a unit to move and fire heavy weapons really helped when my Dreadnought already suffered a significant loss and was firing at 2nd tier stats.

 
   
Made in us
Shas'la with Pulse Carbine




Sacratomato

My recent experience with Primaris has been a good one.

* Intercessors have never done much, "work", but they do have a simple job.

* Lieutenants have been solid, but not spectacular....in fact, none of my HQs have stood out, (Haven't used a Librarian yet.

* Inceptors got Power pricey, but when I used them they were good. Playing as Raven Guard has put them in the same category as my Aggressors.

* Redemptor is a recent purchase, but he was great. Plasma was solid and helped out since I don't have a Repulsor. The other weapons are good for the little things in range.

* Hellblasters are always good, but I haven't tried over charging them yet. (can you reroll a 1 on over charge and not fry?)

* Repulsor - I do not own it

* Reivers have never been played as I only own 3.

I typically add in a Venerable Las/Auto Cannon Dread for puncvh until I can grab the Repulsor.

70% of all statistics are made up on the spot by 64% of the people that produce false statistics 54% of the time that they produce them. 
   
Made in us
Esteemed Veteran Space Marine



Ottawa

 Da-Rock wrote:
My recent experience with Primaris has been a good one.

* Intercessors have never done much, "work", but they do have a simple job.

* Lieutenants have been solid, but not spectacular....in fact, none of my HQs have stood out, (Haven't used a Librarian yet.

* Inceptors got Power pricey, but when I used them they were good. Playing as Raven Guard has put them in the same category as my Aggressors.

* Redemptor is a recent purchase, but he was great. Plasma was solid and helped out since I don't have a Repulsor. The other weapons are good for the little things in range.

* Hellblasters are always good, but I haven't tried over charging them yet. (can you reroll a 1 on over charge and not fry?)

* Repulsor - I do not own it

* Reivers have never been played as I only own 3.

I typically add in a Venerable Las/Auto Cannon Dread for puncvh until I can grab the Repulsor.


Do you forward deploy your Inceptors with the RG strat? Seems a waste of a perfectly good deep strike unit to me, but are you seeing a benefit over a normal deep strike?

As for Hellblasters, you can reroll that one if they're near something that grants that buff (like a Captain) and avoid blowing up (unless your reroll is also a 1).
   
Made in gb
Longtime Dakkanaut




Hopefully, you guys can give me some thoughts on something i'm struggling to choose between.

Aggressors, or TH/SS Termies?

Either way, these will probably be both deployed using the Raven Guard strat to ensure a 1st turn charge.
Currently my army doesn't really include a strong, survivable CC punch, so i've been thinking terminators - but, as the aggressors are similar in points for a unit of 6 i can't decide on whether or not to use them instead as they can add in a whole lot of extra firepower, and have similar abilities in CC. (i'd be going bolter aggressors, as, if i don't have first turn, i feel against most opponents they'd never be in range to use the flamers)

Things to consider, as the fact that terminators have some mobility with the teleport homer and are more survivable with a 2+ 3++, but zero shooting.
Aggressors have so much dakka with added powerfists.

I keep coming back to the aggressors, but, without first turn i don't think they'd survive with enough models to provide a decent threat.

   
Made in ca
Regular Dakkanaut




I have been utilizing a Lt. Primaris, 2 units of 5 intercessors and 5 Hellblasters in my Dark Angels list and I must say they have been performing way better than I thought. They seem average on paper but they are very resilient (especially alongside Azrael) and work very well holding the line.

Hellblasters and my Company Vets make deepstriking lone units scary to my opponents. I really enjoy them. I think Inceptors got more playable since the point drop. Now that you could feasibly run 5 at 225 I think it is; this makes them way better and more worth taking.

This message was edited 1 time. Last update was at 2017/08/11 15:40:51


 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






NJ, USA

Kdash wrote:Hopefully, you guys can give me some thoughts on something i'm struggling to choose between.

Aggressors, or TH/SS Termies?

Either way, these will probably be both deployed using the Raven Guard strat to ensure a 1st turn charge.
Currently my army doesn't really include a strong, survivable CC punch, so i've been thinking terminators - but, as the aggressors are similar in points for a unit of 6 i can't decide on whether or not to use them instead as they can add in a whole lot of extra firepower, and have similar abilities in CC. (i'd be going bolter aggressors, as, if i don't have first turn, i feel against most opponents they'd never be in range to use the flamers)

Things to consider, as the fact that terminators have some mobility with the teleport homer and are more survivable with a 2+ 3++, but zero shooting.
Aggressors have so much dakka with added powerfists.

I keep coming back to the aggressors, but, without first turn i don't think they'd survive with enough models to provide a decent threat.



I think this is somewhat dependent on your list. Do you have anything else to support the terminators? Or would they be a drop and forget kind of thing? If most of your list is foot-slogging it, then go aggressors. I haven't personally used them, but they seem like real winners for the points so far. Terminators are sturdy, but once they drop, they are sometimes left all alone. Lonely Terminators are dead terminators unless they can just constantly keep assaulting.

Widied wrote:I have been utilizing a Lt. Primaris, 2 units of 5 intercessors and 5 Hellblasters in my Dark Angels list and I must say they have been performing way better than I thought. They seem average on paper but they are very resilient (especially alongside Azrael) and work very well holding the line.

Hellblasters and my Company Vets make deepstriking lone units scary to my opponents. I really enjoy them. I think Inceptors got more playable since the point drop. Now that you could feasibly run 5 at 225 I think it is; this makes them way better and more worth taking.


I have been basically running a modified 500 point Primaris army using the contents of the starter set and I have been very impressed so far. They have fair quite well against other 500 point lists so far. Of course it was an objective game, but I have been moving them together as one giant mob and it has paid off. The buffs from the captain, lts, and ancient have been great!

An open mind is like a fortress with its gates unbarred and unguarded

Starter 40k Army Lists for Beginners!

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Made in gb
Longtime Dakkanaut




 MadMaverick76 wrote:
Kdash wrote:Hopefully, you guys can give me some thoughts on something i'm struggling to choose between.

Aggressors, or TH/SS Termies?

Either way, these will probably be both deployed using the Raven Guard strat to ensure a 1st turn charge.
Currently my army doesn't really include a strong, survivable CC punch, so i've been thinking terminators - but, as the aggressors are similar in points for a unit of 6 i can't decide on whether or not to use them instead as they can add in a whole lot of extra firepower, and have similar abilities in CC. (i'd be going bolter aggressors, as, if i don't have first turn, i feel against most opponents they'd never be in range to use the flamers)

Things to consider, as the fact that terminators have some mobility with the teleport homer and are more survivable with a 2+ 3++, but zero shooting.
Aggressors have so much dakka with added powerfists.

I keep coming back to the aggressors, but, without first turn i don't think they'd survive with enough models to provide a decent threat.



I think this is somewhat dependent on your list. Do you have anything else to support the terminators? Or would they be a drop and forget kind of thing? If most of your list is foot-slogging it, then go aggressors. I haven't personally used them, but they seem like real winners for the points so far. Terminators are sturdy, but once they drop, they are sometimes left all alone. Lonely Terminators are dead terminators unless they can just constantly keep assaulting.


10 man squad of reivers that can/will be split into 2 5 man teams will be there with them, probably along with Shrike as well.
Then my force has a few units mid table, a couple back field and (likely) 3 stormtalons overhead, so the idea would be that the Terminators go in first turn and potentially hold up something big while the rest of the force lays down plenty of fire.

My concern is that, beyond the stormtalons (2 with lascannons) and the 2 backfield units i don't have a lot of high strength weaponry as pretty much everything is bolter/heavy bolter variants. The terminators would provide a solid backup in some cases to the high strength guns, whereas, the aggressors kinda do that whilst also having a lot of shots as well.

This message was edited 1 time. Last update was at 2017/08/12 13:38:22


 
   
Made in gb
Jovial Plaguebearer of Nurgle




London, UK

I used three Repulsors today in three games and they have a lot of firepower but not a lot of staying power.

I lost one a turn, and was lucky not to lose more.

If you're going to take just one it will die on your opponents first turn every time.

Was seriously considering going Dark Angels for Azreals 4++ and a -1 to hit from the Darkshroud (I've not painted anything yet).
   
Made in us
Shas'la with Pulse Carbine



Los Angeles, CA

What do you guys think the best loadout for the smaller weapons on the Repulsor is? Decided to magnetize or place the larger weapons to be able to swap, but will probably glue on the smaller weapons.

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Made in gb
Ship's Officer



London

Noctem wrote:
What do you guys think the best loadout for the smaller weapons on the Repulsor is? Decided to magnetize or place the larger weapons to be able to swap, but will probably glue on the smaller weapons.

Had a conversation about this in the rumour thread a little while back. The conclusion was that it makes basically no difference. A storm bolter and fragstorm are basically the same. The fragstorm might reduce the time it takes to roll your shooting though, as it's one less type of weapon to consider. There's not much in it though. You might need to save the points though.

This message was edited 1 time. Last update was at 2017/08/18 07:36:25


 
   
Made in us
Shas'la with Pulse Carbine



Los Angeles, CA

Kk good to know thanks! What about the Icarus ironhail stubber vs the Icarus rockets and the heavy irontail stubber vs onslaught gatling cannon?

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3080 Pts 30k
2460 Pts AoS Chaos Grand Alliance
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Made in ca
Regular Dakkanaut





Just curious if anyone has had success with an all primaris army at the 2000pt level?

Would something like this work?

Battalion

- captain
- librarian
3 units of intercessors
Aggressors
Repulsor
10 hellblasters
Ancient

Obviously the captain and ancient would hang out with the hellblasters to buff them.

Is this a good core start to an army?

Time of madness

   
Made in us
Slippery Scout Biker




Vegas

I have been running an all Primaris army sans transport. CT Lightning strike (White Scars). Intercessors and Hellblasters with assault guns, wrapped around Capt in Gravis, LT, ancient and Librarian. I just got Reivers, and haven't played them yet.

Lightning give +2" advance and charge after fall back. That means if I advance, I have a minimum 9" move on most foot sloggers and can still shoot (-1). 2 shots at 24" is proving more useful than 30/15, mostly because I can run and gun. Hellblasters with Captain means you only fail supercharges 1 in 36 (re-roll 1s), so I spam the supercharges.

Most times that I deep strike the Inceptors, they got charged and slaughtered. I'm still learning them but discovered something fascinating. I retreated a surviving squad behind my main attack blob. The Intercessors got mobbed by blobs of orks, and stood up well. On my turn, I had them fall back slaughtered the orks with the inceptors, then let the orcs take another overwatch next turn.

I plan on using the tactic with inceptors and reivers on a deep strike.

With an average advance of 11" or 12", there is really no need for transport, so the Repulsor would just be a tank. I'd rather have my marines shoot than hide in a tank. For the points, I can field 15 Intercessors or an Inceptor/reiver (3/5) deep strike unit.

This message was edited 1 time. Last update was at 2017/08/25 07:50:05


Autocorrect is for light slapping nun shoes! 
   
Made in ca
Regular Dakkanaut




The Primaris have some really strong mid-range capabilities. The addition of the aux. grenade launcher makes them even better! The core of my bubble wrap has become Intercessors because they are darn resilient. Especially with Azrael offering them a 4++ save. I only own two units otherwise I would run three. I don't think they would be fantastic at shifting units or making a huge difference but that's not how I personally use them. I use them to block access to my key toys. While they hold them in place, I use bigger hitters to help them out. And they have always shined in this role so far out of my testing.

Also, find a way to run the Primaris Lieutenant. For their points, they are fantastic.

This message was edited 2 times. Last update was at 2017/08/25 13:47:33


 
   
Made in us
Legendary Master of the Chapter






Time of madness wrote:
Just curious if anyone has had success with an all primaris army at the 2000pt level?

Would something like this work?

Battalion

- captain
- librarian
3 units of intercessors
Aggressors
Repulsor
10 hellblasters
Ancient

Obviously the captain and ancient would hang out with the hellblasters to buff them.

Is this a good core start to an army?

Time of madness



Currently running a 2k prime army.

grav cap
lib
1 10man interssor
2 5 man int
1 10 man rf hellblasters
1 5man with heavy hellblasters
2 5 man reivers with split options because i modeled them that way :/
banner
apothecary
las repulsive
and a 3 man inceptor

IIRC

played one game against a full Tsons army and got wrecked. all is dust is a pain in the ass.

 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!

 
   
Made in us
Cultist of Nurgle with Open Sores





Spoiler:
 Desubot wrote:
Time of madness wrote:
Just curious if anyone has had success with an all primaris army at the 2000pt level?

Would something like this work?

Battalion

- captain
- librarian
3 units of intercessors
Aggressors
Repulsor
10 hellblasters
Ancient

Obviously the captain and ancient would hang out with the hellblasters to buff them.

Is this a good core start to an army?

Time of madness



Currently running a 2k prime army.

grav cap
lib
1 10man interssor
2 5 man int
1 10 man rf hellblasters
1 5man with heavy hellblasters
2 5 man reivers with split options because i modeled them that way :/
banner
apothecary
las repulsive
and a 3 man inceptor

IIRC

played one game against a full Tsons army and got wrecked. all is dust is a pain in the ass.


My 2k all primaris(Almost) list is:

mkx captain
lib
3 5 man intercessor squads
4 man agressor w/ bolters
Redemptor with dakka loadout
1 Ancient (W/ Standard of the emperor's ascent)
8 man hellblaster
2 las repulsors
1 vindicare assassin.

Its great fun to play. I'm not sure if it's the most competitive, but the repulsors along with hellblasters captain and ancient are real great at deleting armour.

2000
Coming soon:  
   
Made in gb
Ship's Officer



London

How do you run the vindicare - in his own detachment? Otherwise you lose loads of the bonuses of the marines, which wouldn't seem worth it.
   
Made in ca
Storm Trooper with Maglight




What's the consensus between reivers with carbines and combat knives? Jw since I had the ETB 3 man reivers and wanted to get a box because they look like fun to build. So far I'm thinking 7 knives and 6 carbines.

Also, I've been reading the heavy plasma incinerator isn't that great. But that's just on paper, right? I mean, a plasma gun is always good, and with extra range, strength and penetration how could it be bad?

And finally, is a las repulsor worth taking instead of 4 regular Hellblasters and 6 reivers? It seems like it is, but just wanted to be sure.

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Sioux Falls, SD

The Heavy Plasma Incinerator is no better than the Assault PI v. T7, and worse v. all other Toughness values. Things get worse if it moves. Being able to shoot in the run and have double the shots, even if they are at 24" makes the Assault version quite good. I still prefer the Rapid Fire version, myself, but the Assault version has a lot to offer.

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Longtime Dakkanaut



Scotland

Are Primaris best run via vanilla rules or do Space Wolves, Dark and Blood Angels or Deathwatch bring anything to the table?
   
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Legendary Master of the Chapter






 casvalremdeikun wrote:
The Heavy Plasma Incinerator is no better than the Assault PI v. T7, and worse v. all other Toughness values. Things get worse if it moves. Being able to shoot in the run and have double the shots, even if they are at 24" makes the Assault version quite good. I still prefer the Rapid Fire version, myself, but the Assault version has a lot to offer.
The heavy does not really benifit against T7.only 8

But they do benifit at least against normal chump marines at T4. though hardly as much as shooting twice.

Reeeally wish the heavy was a 2/3 damage weapon instead.

 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!

 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Desubot wrote:
 casvalremdeikun wrote:
The Heavy Plasma Incinerator is no better than the Assault PI v. T7, and worse v. all other Toughness values. Things get worse if it moves. Being able to shoot in the run and have double the shots, even if they are at 24" makes the Assault version quite good. I still prefer the Rapid Fire version, myself, but the Assault version has a lot to offer.
The heavy does not really benifit against T7.only 8

But they do benifit at least against normal chump marines at T4. though hardly as much as shooting twice.

Reeeally wish the heavy was a 2/3 damage weapon instead.
I couldn't remember what Toughness it equaled the Assault PI, just that it was only one value and it was outclassed in all others. It should be Heavy 2.

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Made in us
Legendary Master of the Chapter






 casvalremdeikun wrote:
 Desubot wrote:
 casvalremdeikun wrote:
The Heavy Plasma Incinerator is no better than the Assault PI v. T7, and worse v. all other Toughness values. Things get worse if it moves. Being able to shoot in the run and have double the shots, even if they are at 24" makes the Assault version quite good. I still prefer the Rapid Fire version, myself, but the Assault version has a lot to offer.
The heavy does not really benifit against T7.only 8

But they do benifit at least against normal chump marines at T4. though hardly as much as shooting twice.

Reeeally wish the heavy was a 2/3 damage weapon instead.
I couldn't remember what Toughness it equaled the Assault PI, just that it was only one value and it was outclassed in all others. It should be Heavy 2.


The assault one is 6/7 str same ap same damage
The RF is 7/8 str which is a sweet spot imho
The Heavy is 8/9 which only helps against T8, but otherwise gets to shoot without risk against normal tactical type marines. More damage would make it diffrent from the other two and allow a unit of them to really threaten heavy vehicles since a full primarus army has nothing besides the repulsor.

This message was edited 1 time. Last update was at 2017/08/28 15:39:48


 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!

 
   
Made in us
Esteemed Veteran Space Marine



Ottawa

 Desubot wrote:
 casvalremdeikun wrote:
 Desubot wrote:
 casvalremdeikun wrote:
The Heavy Plasma Incinerator is no better than the Assault PI v. T7, and worse v. all other Toughness values. Things get worse if it moves. Being able to shoot in the run and have double the shots, even if they are at 24" makes the Assault version quite good. I still prefer the Rapid Fire version, myself, but the Assault version has a lot to offer.
The heavy does not really benifit against T7.only 8

But they do benifit at least against normal chump marines at T4. though hardly as much as shooting twice.

Reeeally wish the heavy was a 2/3 damage weapon instead.
I couldn't remember what Toughness it equaled the Assault PI, just that it was only one value and it was outclassed in all others. It should be Heavy 2.


The assault one is 6/7 str same ap same damage
The RF is 7/8 str which is a sweet spot imho
The Heavy is 8/9 which only helps against T8, but otherwise gets to shoot without risk against normal tactical type marines. More damage would make it diffrent from the other two and allow a unit of them to really threaten heavy vehicles since a full primarus army has nothing besides the repulsor.



This is true for the Intercessor options as well. The heavy one isn't really ever worth it compared to the other two, which have just a small enough difference in role that there's benefits to using one over the other.

A quick errata could fix that for both, but until then...stay away.
   
Made in us
Legendary Master of the Chapter






I dunno the Stalker bolter at the least has ap-2 and a decent range. so its clear its meant to go after tougher armored units vs the normal -1 boltrifle. but then again its kinda overlaping the hell blasters which i find redundant.

This message was edited 1 time. Last update was at 2017/08/28 17:26:13


 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!

 
   
Made in us
Longtime Dakkanaut




Zond wrote:
Are Primaris best run via vanilla rules or do Space Wolves, Dark and Blood Angels or Deathwatch bring anything to the table?


for pure primaris, vanilla is the way to go.
   
 
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