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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I haven't got any games with my Primaris in yet (last couple games have been with my guard, still painting the marines up anyway), but is a Librarian worth bringing?

A Librarian is always worth bringing.
Smite is always welcome and nullifying an enemy power is also worth it.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Longtime Dakkanaut





Gig Harbor, WA

My Primaris Librarian more than earned his keep in my first Primaris battle. Might of Heroes was star of the show on several turns, keeping intercessors alive in the face of otherwise extremely strong threats.

I ran the following:

Gravis Captain
Primaris Librarian
3 5 man Intercessor Squads with Bolt Rifle and Auxiliary Grenade Launchers
1 Redemptor
1 5 man Hellblaster Squad.

My opponent was playing orks for the first time and his list wasn't remotely optimal, but we had a good time. The intercessors did solid work holding the battle line and fighting in melee.

I'm a bit at a loss at what to do about deep strikes. I simply didn't have remotely enough troops to create any kind of safety bubble. Any suggestions on how to deploy with that in mind?

I'm thinking about bringing 5 Primaris Reviers next time as just a counter-deep strike squad, to hit whoever my opponent jumps me with on my following turn. Or possibly inceptors for the same job.
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






NJ, USA

 argonak wrote:
My Primaris Librarian more than earned his keep in my first Primaris battle. Might of Heroes was star of the show on several turns, keeping intercessors alive in the face of otherwise extremely strong threats.

I ran the following:

Gravis Captain
Primaris Librarian
3 5 man Intercessor Squads with Bolt Rifle and Auxiliary Grenade Launchers
1 Redemptor
1 5 man Hellblaster Squad.

My opponent was playing orks for the first time and his list wasn't remotely optimal, but we had a good time. The intercessors did solid work holding the battle line and fighting in melee.

I'm a bit at a loss at what to do about deep strikes. I simply didn't have remotely enough troops to create any kind of safety bubble. Any suggestions on how to deploy with that in mind?

I'm thinking about bringing 5 Primaris Reviers next time as just a counter-deep strike squad, to hit whoever my opponent jumps me with on my following turn. Or possibly inceptors for the same job.


Glad to hear you are enjoying the army. I usually try to not spread out too much for deep strike. I try to bait my opponent with one of my intercessor squads actually. I then fallback and have all my rapid fire go for it. This is proven pretty successful so far (had my hellblasters wipe 3 terminators in overwatch last game). I also play tactical objective games, so this usually leads to my opponent DSing near an objective sometimes. I would suggest against the inceptors and the Reviers, so far for their points, they suck for me. I have tried to make them work. The intercessors get a turn or two of good shooting, then die; they are just too expensive. The Reviers are just very lackluster. I believe SM still lack a good melee unit really. I think the backbone/solid core of Primaris is the Intercessor and Hellblasters, and honestly their weapons. How is the Redemptor going for you? I have yet to get one, they have peaked my curiosity, just don't like how much more expensive they are points wise vs a dreadnought.

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

Starter 40k Army Lists for Beginners!

One Chapter to rule them all: SW to BA Conversion  
   
Made in jp
Longtime Dakkanaut





Gig Harbor, WA

 MadMaverick76 wrote:
 argonak wrote:
My Primaris Librarian more than earned his keep in my first Primaris battle. Might of Heroes was star of the show on several turns, keeping intercessors alive in the face of otherwise extremely strong threats.

I ran the following:

Gravis Captain
Primaris Librarian
3 5 man Intercessor Squads with Bolt Rifle and Auxiliary Grenade Launchers
1 Redemptor
1 5 man Hellblaster Squad.

My opponent was playing orks for the first time and his list wasn't remotely optimal, but we had a good time. The intercessors did solid work holding the battle line and fighting in melee.

I'm a bit at a loss at what to do about deep strikes. I simply didn't have remotely enough troops to create any kind of safety bubble. Any suggestions on how to deploy with that in mind?

I'm thinking about bringing 5 Primaris Reviers next time as just a counter-deep strike squad, to hit whoever my opponent jumps me with on my following turn. Or possibly inceptors for the same job.


Glad to hear you are enjoying the army. I usually try to not spread out too much for deep strike. I try to bait my opponent with one of my intercessor squads actually. I then fallback and have all my rapid fire go for it. This is proven pretty successful so far (had my hellblasters wipe 3 terminators in overwatch last game). I also play tactical objective games, so this usually leads to my opponent DSing near an objective sometimes. I would suggest against the inceptors and the Reviers, so far for their points, they suck for me. I have tried to make them work. The intercessors get a turn or two of good shooting, then die; they are just too expensive. The Reviers are just very lackluster. I believe SM still lack a good melee unit really. I think the backbone/solid core of Primaris is the Intercessor and Hellblasters, and honestly their weapons. How is the Redemptor going for you? I have yet to get one, they have peaked my curiosity, just don't like how much more expensive they are points wise vs a dreadnought.


The Redemptor was a bit disappointing, but I used him wrong. I deployed him forward, thinking to fire and fall back, but then realized I wouldn't be able to fall back fast enough so I stupidly charged his battlewagon. Not a good move at all. I wrecked the wagon, but it didn't matter, he was able to surround the Redemptor so it couldn't fall back and his warbosses chopped it to bits. The Redemptor did some damage, but once it started to get hurt it just degraded to the point of uselessness.

I think thats its real weakness, is that it degrades. Next time I'm going to deploy it to the rear as long range fire support with the Hellblasters, although I'll probably be facing Chaos or normal Space Marines in that game. We mostly play 1k games as anything larger just eats up too much time and we're all dads who don't get a lot of game time.
   
Made in gb
Ship's Officer



London

I’ve had some really good results with my repulsor. I’m planning to get a second – though not especially looking forward to having to build it! Cleaning the mould lines off all of those bits of track (or whatever you call them) takes an age.

Anyway, in game it’s a great unit. It’s just so useful to have a transport for hellblasters, and at the same time a big tough tank that can lock enemy shooting units in melee. My army has become a lot more dangerous since I’ve started using my repulsor and storm raven to lock up stuff.

This goes double against castled-up gunlines, where you can charge one unit and consolidate to lock one or more others. In my last game I faced a castle featuring 4 razorbacks, 6 rifleman dreads and a predator, with a darkshroud, Azrael and a lieutenant in the middle. On turn 1 I charged my stormraven into a razorback and predator, then consolidated to also lock up a 2nd razorback. Due to how castled up my opponent was, he couldn’t fall back with his tanks so he couldn’t even shoot my stormraven! The following turn my repulsor arrived to take over, while my storm raven zoomed back towards my lines to protect my captain – who was busy running away with the relic.

My opponent couldn’t do anything to stop this. He conceded before even taking his second turn – helped also by the fact that a big chunk of his army was dead by then. Azrael was killed by mortal wounds from three exploding vehicles – which is a definite downside of these kinds of castles!

The other good thing about the repulsor is the sheer amount of firepower that comes out of it. In turn two of that game it took out a dread with its lascannons, mowed down a mortar HWS with dakka and finished off a damaged razorback with krak grenades and its OGC. The dread exloded, starting off the carnage.
   
Made in de
Death-Dealing Devastator





I have been thoroughly demotivated after the last few Codex releases at how poor Primaris seem in comparison, both in terms of synergy as well as variety and Stratagems.

Nevertheless, I have been playing them quite extensively since release, so here is what I have learned.

Intercessors are dead'ard. I prefer them over Tacs. The lack of a special weapon is a shame, but their -1AP Bolters do make up for it. I have only ever been running 10, even at 2k, but I was thinking about upgrading them to 20.

Hellblasters are beasts. I can not add to the praise they have been getting.

Aggressors... make me sad. They are such an excellent unit in terms of utility and output, but boy are they soft. 2D and D3 weapons seem to be very common and T5 3+ 2W does not live long. I tried them on multiple occasions and they always fell short. With the resurgence of IG and their AC and Plasma spam, I see no future for this unit. They really need 3W or a 2+.

Same goes for Inceptors.

Reivers are difficult to judge. I usually play an UM deathball with buff auras, so a unit that can deep strike on objectives and harass enemy scoring unit is good. In theory. In practice they always die way before their time. Still, I do like the Carbine + Deep Strike option. A slight drop in points and a less schizo gear loadout would make them very solid.

Repulsor is amazing. Love it. Sure, sometimes it dies prematurely, but most of the time I was to blame. The reason I like it so much is that it can hold a unit of Hellblasters as well as pretty much all characters, allowing me to go first most of the time.

Redemptor... Hm, many people do not rate it, but I really love it as a Dakka platform. Still, I have a hard time including it in my competitive lists.

The Ancient is very solid. The apothecary? Never found the point for it. I do not consider 4+ for an extra model to be worth jt. We need a Primaris Techmarine instead.

The HQs are alright. The lack of customization is horrible though, but they get the job done.

Units that I include from outside of the Primaris roster:
Scouts - Perfect to prevent deep strikes from getting close as well as making use of the Hellfire Stratagem.

Razorbacks - Unfortunately still among, of not the, most efficient heavy weapons platform. For the cost of 1 Dakkatemptor I can get 2 of those. They also allow me to get Scouts in there to lower the amount of drops.

Tigurius - For only 25pts over a Primaris Psyker I get -1 hit on a unit of choice, one more denial and far more reliable powers. Unfortunately, that is more efficient.

Techmarine - Cheap HQ that keep the Repulsor up and running as well solid model to carry the Primarch' Wrath.

Calgar - This guy is nuts...

Guilliman - See above.

I usually play in a rather cutthroat setting. Let me say that Primaris do well in a medium setting and are a solid T2 army. But when it comes to high end, it is tough. I played plenty against Ynnari Eldar and it has been tough. Hemlocks eat my Aggressors alive and Dark Reapers really punish 2W models. 10+ Jetbike Autarch Ynnari are a nightmare. Still, most games were very close, but I was losing more often than not.
What is the saving grace? Guilliman. With Guilliman, the army become highly efficient. If supplemented by regular Marines, it becomes downright nasty, to a point where Ynnari are not much of an issue.

But outside of Marine support and even Guilliman, what do they need? Well, Inceptors and Aggressors need a buff to survivability. Reivers need a tweak to their battlefield role and loadout. Intercessors and Hellblasters need more viable Heavy options. The army in general needs more AT, and for the love God, give us customizeable HQs as well as a melee beatstick unit. Primaris TDA would be a start. They could also use better synergy with Stratagems. SM Stratagems in general seem fairly poor compared to other books.

I also wanted to thank everyone here for an enjoyable read. Primaris have the right above all else to be disgruntled with their book, especially in light of Astra Militarum and DG. Your positivity definitely helps me. Here's to Chapter Approved giving Primaris a well needed buff
   
Made in us
Fresh-Faced Inquisitorial Acolyte



Seattle, WA

To add to the poster above, Contemptor Dreads are an excellent addition to a Primaris force. They are fast and punchy, and fill a role the Redemptor just can't seem to fill: that of the frontline beatstick. I have used two in every game since I got them and have never looked back.

 
   
Made in us
Esteemed Veteran Space Marine



Ottawa

Thanks for the feedback, Trade_Prince. My hope is that chapter approved has some tweaks to underperforming units, and I also hope it also nerfs Girlyman.
   
Made in gb
Ship's Officer



London

I think that the issue with Girlyman is actually a problem with auras in general. Girlyman is the biggest problem because he has the biggest aura.

The problem with auras is that they encourage you to put loads of stuff in the aura's radius, so as to benefit from it as much as possible. In a shooting game, that encourages you to stick loads of units in a blob and blaze away at each other, in a pure dice-rolling exercise. This is boring and doesn't make for good games.

Buffs like psychic powers and IG orders don't do that. So armies which work in that way are not incentivised to camp in one spot. They end up being more mobile.

So as broken as the IG codex is, I like its order system far more than stuff like the rites of battle order that marines get. I like the flexibility of being able to order your dudes to do different stuff, and I like how it plays out in practice.

I play without Guilliman, just using a captain with power fist, and it's ok. I like how not everything has to sit in one place to justify my captain's price. But Guilliman is clearly too good in that role and something needs to change.

This message was edited 1 time. Last update was at 2017/10/21 22:10:30


 
   
Made in de
Death-Dealing Devastator





Aye, I think that sums up Primaris fairly well, especially when played with Guilliman. Numerical efficiency. Re-rolls are strong, but they are not fun.

Having said that, LCs on the Repulsor and Hellblasters rely on those re-rolls to perform well. Outside of those re-rolls Marines in general and Primaris in particular give up their biggest strength when compared to AM, CSM and Eldar, which is effiency per shot fired.
   
Made in gb
Ship's Officer



London

 Trade_Prince wrote:
Aye, I think that sums up Primaris fairly well, especially when played with Guilliman. Numerical efficiency. Re-rolls are strong, but they are not fun.

Having said that, LCs on the Repulsor and Hellblasters rely on those re-rolls to perform well. Outside of those re-rolls Marines in general and Primaris in particular give up their biggest strength when compared to AM, CSM and Eldar, which is effiency per shot fired.

Agreed. If you change the rerolls you'd have to change a lot else. It's not easy to fix.

I think what I'd ask for is to have characters hand out bonuses to specific units, rather than have them just passively emit them. Maybe any hero could buff one unit, a captain two and a chapter master three - or a better version of the order.
   
Made in us
Esteemed Veteran Space Marine



Ottawa

Mandragola wrote:
 Trade_Prince wrote:
Aye, I think that sums up Primaris fairly well, especially when played with Guilliman. Numerical efficiency. Re-rolls are strong, but they are not fun.

Having said that, LCs on the Repulsor and Hellblasters rely on those re-rolls to perform well. Outside of those re-rolls Marines in general and Primaris in particular give up their biggest strength when compared to AM, CSM and Eldar, which is effiency per shot fired.

Agreed. If you change the rerolls you'd have to change a lot else. It's not easy to fix.

I think what I'd ask for is to have characters hand out bonuses to specific units, rather than have them just passively emit them. Maybe any hero could buff one unit, a captain two and a chapter master three - or a better version of the order.


I think there's no reason to throw out the auras. It just needs to not be the clear best or only way to go.

I also noticed that a lot of players play without sufficient terrain, particularly LoS blocking terrain. That severely increases the effective power of these clumps and castle parking lot armies when it's just a showdown at dawn outside the saloon.
   
Made in de
Death-Dealing Devastator





The issue is that many stores only have that much big terrain and with GW terrain having a lot of holes and there being no restriction from what point on a model you can fire or aim at, hiding something as big as the Primaris models can be tough.
Then there is all those AM artillery pieces that need no LoS to begin with.

Let's take my bug bear, AM, as an example. Usually, Primaris will finish deploying first and chsnces are good that you go first. Will you risk deploying offensively to deal maximum damage and win, but risk being siezed on and lose? Or will you deploy defensively? You can mitigate a lot of damage when standing in cover. You may not be able to hide, but a 2+ Primaris or Tank will only be shifted by heavy ordnance. But if you hide and go first, chances are that you lose a lot of alpha strike potential, something that can cost you the game.

Like it or not, the is a first turn affair. Thus Primaris need to capitalise on their low drops and kicking the opponent hard, which will carry the risk of deploying offensively and not being able to afford hiding too far away.
   
Made in us
Locked in the Tower of Amareo




If you play ITC rules, all 1st floor windows are opaque and can't be used for LoS.
   
Made in us
Longtime Dakkanaut





Gig Harbor, WA

 Trade_Prince wrote:
The issue is that many stores only have that much big terrain and with GW terrain having a lot of holes and there being no restriction from what point on a model you can fire or aim at, hiding something as big as the Primaris models can be tough.
Then there is all those AM artillery pieces that need no LoS to begin with.

Let's take my bug bear, AM, as an example. Usually, Primaris will finish deploying first and chsnces are good that you go first. Will you risk deploying offensively to deal maximum damage and win, but risk being siezed on and lose? Or will you deploy defensively? You can mitigate a lot of damage when standing in cover. You may not be able to hide, but a 2+ Primaris or Tank will only be shifted by heavy ordnance. But if you hide and go first, chances are that you lose a lot of alpha strike potential, something that can cost you the game.

Like it or not, the is a first turn affair. Thus Primaris need to capitalise on their low drops and kicking the opponent hard, which will carry the risk of deploying offensively and not being able to afford hiding too far away.


I agree, a lot of 8th edition's problems come down to terrain being such a variability. Our tables are packed with terrain generally, but then I'm the one who buys it and brings it in a big tub. I have hills, trees, bushes, barricades, and ruined buildings. I'd like to get some craters as well soon, but don't have any yet. As far as infantry go, in our games its more common than not that infantry are getting their +1 to cover. But a lot of the bigger terrain doesn't do a very good job of blocking LOS right now, because it was originally picked up for a game with better terrain rules. We've been tempted to houserule anything more than 75% obscured can't be shot, but we generally don't like house rules.
   
Made in de
Death-Dealing Devastator





What's the general consensus on the Redemptor? I hear bad things about it when compared to a Venerable Dread, but it never performed so badly that I wanted to exclude it.
   
Made in us
Longtime Dakkanaut




 Trade_Prince wrote:
What's the general consensus on the Redemptor? I hear bad things about it when compared to a Venerable Dread, but it never performed so badly that I wanted to exclude it.


I own 2, and it was a mistake to buy a second one. First is painted and just bought for completeness for the army.

It is garbage. Perhaps if it had a 2+ save or ignored moving and shooting heavy because of its size, id also consider it. Its best load out is as many heavy bolter shots as possible, which is still meh. Nothing special or unique as Primaris as a whole is a "heavy bolter" army. (As in most guns are heavy bolter stats EOD)

Rather take more marines or more hellblasters. Heck, Intercessors are vastly better then this big turd.

And to that point, while I feel they could drop in points, or all Tubby Primaris get 3W instead of 2W (aggressors/intercessors) Intercessors are pretty great. Lots of shots to kill hordes and even wound decently on vehicles. Using the reroll 1 start for UM ofcourse. Deepstriking down to do that into cover makes it a bit better.
   
Made in gb
Regular Dakkanaut




Shame about the redemptors, wont stop me fielding my 2 when they're built though haha.

What (if any) stratagems do people find they are using the most with primaris? aside from the reroll etc. Any good synergies there?

Also, with the might of heroes psychic power, it states in the codex "model" not "unit" but people are mentioning using this power for squads, could someone clarify?
   
Made in us
Legendary Master of the Chapter






The redemptor hasnt really disappointed me so far. throw out a decent amount of anti infantry dakka, wait for them to get close then charge.

as for stratagems? 5-10 man hellblaster squad with auspex is really dumb. asides from that one i cant think of any generic ones that work well with them.

MoH is one model. unless there was an FAQ or something.




 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 gb
Ship's Officer



London

Auspex scan is good on aggressors or hellblasters. Only in Death does Duty End is very useful if people charge and kill your characters.

I tend to cast might of heroes on my repulsor on turn 1. T9 means it's much harder to hurt. Alternatively, making my storm raven T8 can be a big help against lots of armies.

I don't own a redemptor, because they look bad on paper and every report bears that out in practice. If they had potms they'd be usable. As it is, the fact that their stats degrade makes them objectively worse than just about any other dread. Contemptors and the FW ones degrade too, but starting from 2+ WS and BS means they are still viable.

Contemptors are far better beatsticks and there are ~50 different options for a dakka platform in the marine codex that outclass the redemptor.

I wouldn't say they were bad enough to mean you can't win with them. Like anything, they benefit enormously from being near Guilliman. An iron hand one that you used their stratagem on each turn would be ok, especially if there were many other vehicles for your opponent to fire at.
   
Made in us
Regular Dakkanaut





 Desubot wrote:
The redemptor hasnt really disappointed me so far. throw out a decent amount of anti infantry dakka, wait for them to get close then charge.

as for stratagems? 5-10 man hellblaster squad with auspex is really dumb. asides from that one i cant think of any generic ones that work well with them.

MoH is one model. unless there was an FAQ or something.





Yeah not sure why people dont like the Redemptor, I very much like its extra wounds, survives better than any Dread besides the Contemptor, and puts out great firepower. The trick with it is like you said, shoot with it and charge key targets. Having a squad of Hellblasters near it for auspex scan will save it if your using your Dread to protect a flank against deepstriking units.

This message was edited 1 time. Last update was at 2017/10/25 16:07:42


 
   
Made in gb
Ship's Officer



London

Interesting to hear that people are getting good results with the redemptor. I'd definitely be prepared to give one of them a go in my crimson fist army. Those 18 heavy bolter shots ignoring cover would probably do some good.

It's a distinctive model. Maybe it has a place in my army. You can never have too much dakka.

He'd be a pretty good target for might of heroes, now that I think about it. The base strength of 7 is one of the things I like about the contemptor, so the redemptor is sort of almost as good in combat, while having vastly more firepower.

This message was edited 2 times. Last update was at 2017/10/25 16:37:06


 
   
Made in hk
Steadfast Ultramarine Sergeant




Process wrote:
Shame about the redemptors, wont stop me fielding my 2 when they're built though haha.

What (if any) stratagems do people find they are using the most with primaris? aside from the reroll etc. Any good synergies there?

Also, with the might of heroes psychic power, it states in the codex "model" not "unit" but people are mentioning using this power for squads, could someone clarify?


Most Space Marine generic Stratagem are nothing but rubbish compare to other codex offers. The good choice that work for Primaris are even more limited. Maybe the good ones are "Chapter Master", and "Honor the Chapter". The "auspex" might be also ok when enemy deepstrike near your Hellblaster.

If going chapter specific ones, best one may the the "strike from shadow" to deploy your Hellblaster in 15 inches range early on. Or maybe the "bolter drill" if you have some 10 men Intercessor Squad.

Might of Hero is better cast on single model unit with strong combat ability such as Dreadnoughts, or is on one Captain. even better when it moved your toughness value from odd number to even numbers

   
Made in us
Legendary Master of the Chapter






Its expensive but Bolterdrill might be far better on a full 6man inceptor squad coming out of deep strike.

36 heavy bolters or a 10 man sqaud of terminators or vets with stormbolters for 40 normal bolters

ridiculously expensive but hilarious fun and shouldn't be bad at removing chaff units wholesale.

Auspex should only ever work once. its easy to play around once you know it only works within 12" though you will probably lose out on rapidfire on most things that drop in.

 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 de
Death-Dealing Devastator





I was disappointed by the Plasma gun on the Redemptor, but the full dakka version has performed well in the games I took it. I need to try it some more though, as in most competitive games I do not risk taking it and instead bring two Razorbacks instead.

As for Stratagems, they make me sad. Compared to literally any other book they are sub-par. They even recycled those dumb three-tank stuff. Noone ever fields three Preds or a single Vindicator in any game I have heard or read about (apologies if there is someone) and noone will buy three of those tanks to to use them. Others are boring and almost none are usable with Primaris.

Most my CP go out on re-rolls. Seeing as I usually run the UM trait, I spam re-rolls on literally everything. Raises the efficiency qutite a bit. The ones from the book I use the Hellfire shot, because I run Scouts, Armour of Contempt in combination with Psychic Fortress against Smite spam, Combat Squad thingy in case I deployed ten men in one unit to finish before my opponent does, sometimes Scions of Guilliman when a unit is not in bubble range, Auspex when the opponent is dumb, the attack-when-hero-dies on Guilliman... and that is pretty much it. Sad but true. The whole book is just plain garbage. Still, no sense whining about it.

This message was edited 1 time. Last update was at 2017/10/25 17:44:19


 
   
Made in us
Legendary Master of the Chapter






 Trade_Prince wrote:
I was disappointed by the Plasma gun on the Redemptor, but the full dakka version has performed well in the games I took it. I need to try it some more though, as in most competitive games I do not risk taking it and instead bring two Razorbacks instead.

As for Stratagems, they make me sad. Compared to literally any other book they are sub-par. They even recycled those dumb three-tank stuff. Noone ever fields three Preds or a single Vindicator in any game I have heard or read about (apologies if there is someone) and noone will buy three of those tanks to to use them. Others are boring and almost none are usable with Primaris.

Most my CP go out on re-rolls. Seeing as I usually run the UM trait, I spam re-rolls on literally everything. Raises the efficiency qutite a bit. The ones from the book I use the Hellfire shot, because I run Scouts, Armour of Contempt in combination with Psychic Fortress against Smite spam, Combat Squad thingy in case I deployed ten men in one unit to finish before my opponent does, sometimes Scions of Guilliman when a unit is not in bubble range, Auspex when the opponent is dumb, the attack-when-hero-dies on Guilliman... and that is pretty much it. Sad but true. The whole book is just plain garbage. Still, no sense whining about it.


:( I Did. i play imperial fists 3 Vinny is like required

 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





I have gotten some games in with my almost pure primaris force (I use some guardsmen to buffer) and I must say I feel that they are hard carried by the Hellblasters. Those guys do so much work in every match up. Pure Primaris being as limited as it is really does narrow down what you can use if you are looking to be even semi-competitive.

I must say though I am in love with hellblaster, captain and relic banner though on top of salamander CT. Hellblasters overcharge and re-roll ones. If they die for any reason on a 3+ they shoot again with re-rolls.

 
   
Made in de
Death-Dealing Devastator





 Desubot wrote:
 Trade_Prince wrote:
I was disappointed by the Plasma gun on the Redemptor, but the full dakka version has performed well in the games I took it. I need to try it some more though, as in most competitive games I do not risk taking it and instead bring two Razorbacks instead.

As for Stratagems, they make me sad. Compared to literally any other book they are sub-par. They even recycled those dumb three-tank stuff. Noone ever fields three Preds or a single Vindicator in any game I have heard or read about (apologies if there is someone) and noone will buy three of those tanks to to use them. Others are boring and almost none are usable with Primaris.

Most my CP go out on re-rolls. Seeing as I usually run the UM trait, I spam re-rolls on literally everything. Raises the efficiency qutite a bit. The ones from the book I use the Hellfire shot, because I run Scouts, Armour of Contempt in combination with Psychic Fortress against Smite spam, Combat Squad thingy in case I deployed ten men in one unit to finish before my opponent does, sometimes Scions of Guilliman when a unit is not in bubble range, Auspex when the opponent is dumb, the attack-when-hero-dies on Guilliman... and that is pretty much it. Sad but true. The whole book is just plain garbage. Still, no sense whining about it.


:( I Did. i play imperial fists 3 Vinny is like required


No worries, bud. Just trying to make a point that they could've made the Stratagems more flexible and more easily accessible. I can not blame anyone for trying to use what they can. In fact, kudos to those like you. I tend to dwell on negativity far too long and too often :/

 Tibs Ironblood wrote:
I have gotten some games in with my almost pure primaris force (I use some guardsmen to buffer) and I must say I feel that they are hard carried by the Hellblasters. Those guys do so much work in every match up. Pure Primaris being as limited as it is really does narrow down what you can use if you are looking to be even semi-competitive.

I must say though I am in love with hellblaster, captain and relic banner though on top of salamander CT. Hellblasters overcharge and re-roll ones. If they die for any reason on a 3+ they shoot again with re-rolls.


Do not underestimate the Repulsor and Intercessors though. The former puts out an enormous amoutn dakka while reducing drop count on deployment while the latter are very good at sitting on objectives. Those three units are staples that not even miniMarines can replace. Still working on ways to incorporate the other choices.
   
Made in us
Been Around the Block





Is there any "good" way of bubblewrapping with an all Primaris army that I'm missing?

Got absolutely facewrecked by a sanguinary guard death star last night at 1250 points (escalation league).

Had nowhere enough dakka to spam S4 shots and get through that 2+/4++ invuln that they had. Might have been a result of the low points.

Definitely wish I had a redemptor for that much dakka, in that case :p
   
Made in us
Longtime Dakkanaut





 Trade_Prince wrote:
 Desubot wrote:
 Trade_Prince wrote:
I was disappointed by the Plasma gun on the Redemptor, but the full dakka version has performed well in the games I took it. I need to try it some more though, as in most competitive games I do not risk taking it and instead bring two Razorbacks instead.

As for Stratagems, they make me sad. Compared to literally any other book they are sub-par. They even recycled those dumb three-tank stuff. Noone ever fields three Preds or a single Vindicator in any game I have heard or read about (apologies if there is someone) and noone will buy three of those tanks to to use them. Others are boring and almost none are usable with Primaris.

Most my CP go out on re-rolls. Seeing as I usually run the UM trait, I spam re-rolls on literally everything. Raises the efficiency qutite a bit. The ones from the book I use the Hellfire shot, because I run Scouts, Armour of Contempt in combination with Psychic Fortress against Smite spam, Combat Squad thingy in case I deployed ten men in one unit to finish before my opponent does, sometimes Scions of Guilliman when a unit is not in bubble range, Auspex when the opponent is dumb, the attack-when-hero-dies on Guilliman... and that is pretty much it. Sad but true. The whole book is just plain garbage. Still, no sense whining about it.


:( I Did. i play imperial fists 3 Vinny is like required


No worries, bud. Just trying to make a point that they could've made the Stratagems more flexible and more easily accessible. I can not blame anyone for trying to use what they can. In fact, kudos to those like you. I tend to dwell on negativity far too long and too often :/

 Tibs Ironblood wrote:
I have gotten some games in with my almost pure primaris force (I use some guardsmen to buffer) and I must say I feel that they are hard carried by the Hellblasters. Those guys do so much work in every match up. Pure Primaris being as limited as it is really does narrow down what you can use if you are looking to be even semi-competitive.

I must say though I am in love with hellblaster, captain and relic banner though on top of salamander CT. Hellblasters overcharge and re-roll ones. If they die for any reason on a 3+ they shoot again with re-rolls.


Do not underestimate the Repulsor and Intercessors though. The former puts out an enormous amoutn dakka while reducing drop count on deployment while the latter are very good at sitting on objectives. Those three units are staples that not even miniMarines can replace. Still working on ways to incorporate the other choices.
\

I use at least 3 intercessor squads per game just to not spam hellblasters and I like them, but from a competitive perspective for just 65 more points you get a very killy unit. You like the Repulsor? I have not tried it as it seems really expensive for the dakka it puts out.

 
   
 
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