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First game with supplement, 2k primaris brigade


SallyForth

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Played a 2k game against a nasty death guard list yesterday, my first game with the supplement. Game was four objectives, random one worth 2 rest worth 1 every turn. It’s from Chapter Approved 2018. Deployment was perfect for my central force, armies only 24” apart.

 

List is Adrax Agatone, Chaplain, Librarian

1x Infiltrator squad 8 man

2x veteran intercessor squads w/assault bolt rifles and thunder hammer 5 man

3x intercessor squad 5 man

3x aggressor squad w/flamers, 3 man

1x Assault terminator squad w/THSS 5 man

3x suppressor squad 3 man

2x eliminator squad w/sniper rifles

1x eliminator squad w/las fusils

 

First off it’s a lot to juggle, the space marine codex and the salamanders codex. Lots of stratagems to remember. My general idea was to make a fist right up the center with the aggressors, terminators, and veteran intercessors surrounding the HQs and using strats and buffs to keep them alive until they could smash into the enemy deployment zone.

 

I immediately screwed up by forward deploying the infiltrators too far. I planned on using self sacrifice but it only works on units within 6” of the target. I instead used it on the terminators which were supposed to be protected until turn 2. My mistake.

 

Second mistake was using extraneous buffs. Putting the +1T psychic buff on a unit and then popping transhuman physiology was probably a waste.

 

Las fusils got killed before they could fire. Even though they can forward deploy, I should put them out of LOS. I went second and they were the first target.

 

Thunder hammer veteran intercessor sergeants, especially within Adrax’s +1 to wound aura, the chaplain rerolling all hits, and Adrax popping the one time use relic for +1A within 6”, are nasty. Six TH hits on the charge. Assault terminators hit hard as heck too: 21 TH attacks within that relic aura on the charge. They wiped out a massive 20 model horde of pox walkers within Typhus’ buff with their initial attack.

 

Aggressor flamers working under Adrax’s flamer reroll are solid gold, especially in the Tactical Phase. The mortal wound strat is awesome for melting big ugly targets. My opponent rolled insane Disgustingly Resilient saves, but if he hadn’t had that he would’ve taken a half dozen wounds before saves.

 

Suppressors continue to be a good units for me. With their extremely long range they can reach out and touch targets that can’t hit them back. Our reroll helps their reliability. And at the end of the game their 12” move helped me secure far away objectives once their shooting wasn’t needed. I basically park them in cover in a corner and blast away all game until then.

 

All in all I can see that we have some immensely powerful synergies in our codex, but they will take some practice to get down perfectly. I won by one point 22-21 thanks to a Hail Mary advance roll by my suppressors to grab an objective.

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Overall I would say our melee capabilities have skyrocketed.

 

Additionally, our resiliency allows us to footslog up the board and absorb a lot of firepower, or dig into an important terrain or objective. Self Sacrifice screens your valuable units. Drake skin and Fire Shield make whatever unit you pick extra hard to kill, and if you go first and Infiltrators like me, they can pop smoke for an extra -1 to hit. Just make sure whatever your protecting is actually within six inches of them! You can give your librarian the Tome relic for +1 to cast, which I think is worth it if you’re building your army around self sacrifice and buff spells. I gave Adrax the extra relic which gives MODELS within 6” a 6+++.

 

I look forward to more games. It was a glorious sight to see so many sons of Nocturne marching forward to incinerate the traitor legions!! Vengeance for Istvaan!!

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Played my second game with the exact same list. I used self sacrifice correctly this time: hid my infiltrators in cover and advanced them forward with the fist of Nocturne (aka the assault core) of the army close behind.

 

It worked superbly. Chaos shooting army spent 2 turns firing everything from lascannons and doredos into the infiltrators, only killing a few each turn.

 

Gene wrought might on my veteran intercessors was insane against a squad of terminators. Auto hitting and wounding on sixes from a pool of 6 TH and 16 regular melee attacks from a squad of five intercessors punches through a lot of armor.

 

Flame aggressors are buzzsaws through medium and heavy infantry, as well as killing a full strength dreadnought.

 

I am loving this codex.

Played my second game with the exact same list. I used self sacrifice correctly this time: hid my infiltrators in cover and advanced them forward with the fist of Nocturne (aka the assault core) of the army close behind.

 

It worked superbly. Chaos shooting army spent 2 turns firing everything from lascannons and doredos into the infiltrators, only killing a few each turn.

 

Gene wrought might on my veteran intercessors was insane against a squad of terminators. Auto hitting and wounding on sixes from a pool of 6 TH and 16 regular melee attacks from a squad of five intercessors punches through a lot of armor.

 

Flame aggressors are buzzsaws through medium and heavy infantry, as well as killing a full strength dreadnought.

 

I am loving this codex.

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Played another game against Blood Ravens. Infiltrators protecting the line is clutch, and I highly recommend it to anyone. Drop them in cover just ahead of your army, keep everyone within six inches of them, and watch your opponent dump FAR more firepower than their worth into these sneaky boos.

 

With fire shield and drakeskin, plus popping smoke, they are -2 to hit, 5T, and +1 to save in cover. My opponent dumped the full firepower of 2 executioners into a squad of eight and took 2 turns to kill them.

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