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White Scars Aggressors


Aothaine

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So I was building a list that revolved around 6 max size Aggressors, I really like the bolter profile, and noticed that they suffer no penalty when advancing. This made me think of White Scars. As you guys can add 2" to all advance rolls. This is pretty sweet imho and can help the Aggressors get into firing positions very quickly. 

 

I was wondering if any of you white scars players had any experience using Aggressors. 

 

Thanks in advance!

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Mostly shooting, they are ok in the assault against things like vehicles, but they really lack a quantity of attacks to be a true assault unit.  As for walking up the field they are good, they can get into range quickly especially with the approved advance.  I think there are some other chapters that use them a bit better, but white scars do ok.

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  • 5 weeks later...

Mostly shooting, they are ok in the assault against things like vehicles, but they really lack a quantity of attacks to be a true assault unit. As for walking up the field they are good, they can get into range quickly especially with the approved advance. I think there are some other chapters that use them a bit better, but white scars do ok.

They're best as Raven Guard. Being able to drop them in shooting range 1st turn so they can fire twice is stupid good.

 

I'd say Scars are probably a close 2nd.

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I think Ravenguard are by far the best between -1 to hit and strike from the shadows.  With Scars a distant second, but probably solidly above the other choices, Imperial Fists might be 3rd best.


That is if we are talking about codex marines anyway.  Ultra Marines are probably up there as well if only for RG.  Dark Angels, Space Wolves and Blood Angels are also strong choices for Aggressors, that are on a level with White Scars or maybe slightly above.

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  • 1 year later...

If you can get your Aggressors in a good position they will pull weight. One tactic you can use with them is use the Stratagem Encirlement. I used Deathwatch in the past, let me tell you that dropping 5x Aggressors and shooting that much after moving into your opponent has given me forfeits.

 

Encirlcement allows Aggressors to get to where they need to be

+1 wound increases survivability, doubling it against damage 2!

+1 attack powerfist attack makes the unit scary in close combat White Scars Doctrine makes their damage 2-4!

Firestorm rewording means you shoot twice in Overwatch!

 

Yeah Aggressors were great before and outstanding now!

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@CCE1981. Do you equip the aggressors with the frag launcher when you run a large squad?

 

i am trying to determine if aggressors is something i can use rather than tactical terminators in a heavily scout & scout bike army.

 

I am still on the fence about using the aggressors vs tactical termiantors.

Edited by Mechanicus_Adept
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Your choice is between the Flamestorm Gauntlets OR Autoboltstorm Gauntlets and Fragstorm Grenade Launchers.

 

I prefer running 5-man Autoboltstorm Gauntlets and Fragstorm Grenade Launchers.

 

Comparing 5-man squads of each assuming 1CP for the Aggressor squad to out flank:

 

(Guns are same str and AP)

 

Aggressors as I prefer to load them:

185 pts

30 + 5d6 assault shots at 18” range if they don’t move the next turn and in Overwatch double the shooting

16 x Powerfist attacks / 21 if charged or was charged

15 wounds

T5

3+ / No invuln

 

Tactical Terminators basic loadout:

165 pts

20 shots

3x Power Sword Attacks + 8 Powerfist / 4x Power Sword + 12 Powerfist attacks charged/ was charged

10 Wounds

T4

2+ / 5++

 

Against d2 weapons you double the amount needed to kill them, higher toughness means fewer wounds taken against Str 4, 5, 8, and 9 weapons of which there is an abundance.

 

I’ve run them as Deathwatch prior to the buff they received here. Without firing twice they are incredibly brutal, I took them in a Intercessor Squad(Deathwatch thing) combat squaded them and teleported them in, usually close to a board edge, mostly only place they could fit because the battle moved to the center. With the firepower they threw out arriving my opponents usually gave up. They would be brutal to uproot.

Edited by CCE1981
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In currently debating on getting a unit if these guys to put in a Repulsor with Kor'sarro Khan and a Primaris Lieutenant. Basically the plan is to have:

 

* Kor'sarro

* Primaris Lieutenant

* 4x Aggresors w/Flamestorm Gauntlets

* Repulsor

 

Overall a solid loadout that can pack a punch in CC and one that Kor'sarro Khan and the LT can contribute to significantly with the rerolls of 1's for hitting and wounding in CC. Thoughts?

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In currently debating on getting a unit if these guys to put in a Repulsor with Kor'sarro Khan and a Primaris Lieutenant. Basically the plan is to have:

 

* Kor'sarro

* Primaris Lieutenant

* 4x Aggresors w/Flamestorm Gauntlets

* Repulsor

 

Overall a solid loadout that can pack a punch in CC and one that Kor'sarro Khan and the LT can contribute to significantly with the rerolls of 1's for hitting and wounding in CC. Thoughts?

 

Personally, I think that's way too many eggs in one basket.  I do think Ultramarines can make something like this work since they can disembark and still double tap, but even then I'm more of a fan of just a Repulsor + 5x Aggressors. Not to mention that they have access to Rapid Redeployment and Tigirus, and once the Aggressors are delivered they are scarier. (move and double tap, better support characters, better synergy on the relic banner)
 
As for White Scars, I'd still rather see 5x Aggressors in the Repulsor. In this setup I'd keep the Repulsor bare bones to keep it all under 500 points. This way you can Advance, pop auto-launchers, and play Ride Hard Ride Fast for a sweet -2 to hit, but not cry too much about losing a turn of shooting from the Repulsor. (you can still charge it in to soak overwatch/tie up a shooty unit if you want!)
 
Throw Kor'sarro in an Impulsor (w/ Shield Dome) alongside 5 Veteran Intercessors (w/ MC Thunder Hammer) and take a Relic Contemptor to keep pace and provide Wisdom of the Ancients if necessary.
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