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My hopes for IF


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I spent years out of 40k and when I came back tail end of 8th I hated primaris.

I’ve since grown to love gravis armor (not super helpful for a son of sanguinius at the moment).

 

I can’t think of a better geneseed to make the best use of gravis armored units. I hope you guys get some rules or strats that would really make gravis standout from the rest of the codex for you (and maybe we can start seeing some real gravis armies on tables as a result.)

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Well, as far as Gravis, Eradicators are already good for everyone though I've yet to use 'em. And I really like bolt Inceptors, they always have done solid work for me. Heavy Intercessors... well, I like the models. So much multi-damage weaponry out there that I'm not sure how much good the additional durability will do. But for a try-hard list I could convert three of them into additional Eradicators (for a total of 9 of them, yuck). And might occasionally use one for a kitbashed Captain with heavy bolt rifle. The Aggressors I've never liked myself, as I don't like the arms, but to my understanding they can be quite decent.

 

I'm not sure if we'd warrant any new Chapter-specific buffs for them, but I wouldn't complain if we did get some. As for buffs in general, I'm not sure - I wish CF (which if my particular flavor) got something better than the hit bonus that just never comes into play. So rare that it does, that you forget it even exists when it would be applicable. Ignoring cover is better, although now in 9th the way the tournaments here play terrain there's rarely light cover involved.

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Well, as far as Gravis, Eradicators are already good for everyone though I've yet to use 'em. And I really like bolt Inceptors, they always have done solid work for me. Heavy Intercessors... well, I like the models. So much multi-damage weaponry out there that I'm not sure how much good the additional durability will do. But for a try-hard list I could convert three of them into additional Eradicators (for a total of 9 of them, yuck). And might occasionally use one for a kitbashed Captain with heavy bolt rifle. The Aggressors I've never liked myself, as I don't like the arms, but to my understanding they can be quite decent.

 

I'm not sure if we'd warrant any new Chapter-specific buffs for them, but I wouldn't complain if we did get some. As for buffs in general, I'm not sure - I wish CF (which if my particular flavor) got something better than the hit bonus that just never comes into play. So rare that it does, that you forget it even exists when it would be applicable. Ignoring cover is better, although now in 9th the way the tournaments here play terrain there's rarely light cover involved.

the defensive nature of the sons of dorn just seems like the best match for gravis and most likely to get extra buffs for them.

 

And aggressors are possibly my favorite unit right now. The bolt/frag loadout can put out up to36 shots and a minimum of 21 shots. Plasma inceptors might take their place if I get them into more games.

Edited by Inquisitor_Lensoven
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Never tried plasma Inceptors though I do have one multipart kit and got them magnetized though WIP in terms of getting 'em painted, need to get to it - the monoposes from Dark Imperium are done (and I wish I had at least another set of those from when they were in the cheap starter kits). Anyway, I dunno, just seems plasma is not worth the extra points, especially considering Assault Bolter working very nicely without our bolter buffs. Overcharged Plasma could be nice, but then you need a Captain within range, and even then the per model cost of 60 is a bit ouchy given how fast even Gravis models get killed these days. Come to think of it, it'd be fun to give the Inceptor Sergeant a master crafted Assault Bolter. Too bad it only applies to one of the two weapons.

 

And yeah, Aggressors do put out a fair number of shots... though even so I reckon I personally still prefer Inceptors given the stronger shots and better mobility (as well as the looks) for the same points cost. If they were cheaper - in this instance I mean monetarily - I might give them a try, but for the price there's so many other things I'd rather buy.

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Never tried plasma Inceptors though I do have one multipart kit and got them magnetized though WIP in terms of getting 'em painted, need to get to it - the monoposes from Dark Imperium are done (and I wish I had at least another set of those from when they were in the cheap starter kits). Anyway, I dunno, just seems plasma is not worth the extra points, especially considering Assault Bolter working very nicely without our bolter buffs. Overcharged Plasma could be nice, but then you need a Captain within range, and even then the per model cost of 60 is a bit ouchy given how fast even Gravis models get killed these days. Come to think of it, it'd be fun to give the Inceptor Sergeant a master crafted Assault Bolter. Too bad it only applies to one of the two weapons.

 

And yeah, Aggressors do put out a fair number of shots... though even so I reckon I personally still prefer Inceptors given the stronger shots and better mobility (as well as the looks) for the same points cost. If they were cheaper - in this instance I mean monetarily - I might give them a try, but for the price there's so many other things I'd rather buy.

I’ve yet to have anyone easily kill my aggressors. My inceptors are the only gravis unit I’ve seen die easily
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I’ve yet to have anyone easily kill my aggressors. My inceptors are the only gravis unit I’ve seen die easily

Well, both units have the exact same durability, so I guess they just didn't see the Aggressors as enough of a threat :P
both games I’ve used my aggressors in they were the MVPs.

If they didn’t see them as a threat they were sorely mistaken lol

 

But inceptors were threatening a thunderfire cannon and an objective at the time lol.

 

But so far I have 4 gravis units (captain and HIs as well) of which 2 units have never been destroyed and my HIs took a lot of suppressor fire

Edited by Inquisitor_Lensoven
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I always run aggressors because I find them really strong for Fists. I usually run them in units of 4 or 5 and if they survive til turn 4 they have usually done  a ton of work and have probably helped win me the game. It's usually the sheer amount of dakka they can put out with exploding sixes (or double exploding) which can take down even vehicles. Yesterday they helped bring down a Relic contemptor and Invictor tactical warsuit, doing the majority of the work

 

I've found they combo well with Chaplain litanies of +1 hit and wound for shooting. Even stronger if you chapter master them as well. They do need re-rolls though if you get into combat, I've found hitting on 4+ really hurts their damage output in close combat.

 

The main limitation I've found with them is that as things are so killy in 9th that if a canny opponent takes out my aggressors early it's a real uphill struggle, possibly also an artefact of my list design.

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I always run aggressors because I find them really strong for Fists. I usually run them in units of 4 or 5 and if they survive til turn 4 they have usually done a ton of work and have probably helped win me the game. It's usually the sheer amount of dakka they can put out with exploding sixes (or double exploding) which can take down even vehicles. Yesterday they helped bring down a Relic contemptor and Invictor tactical warsuit, doing the majority of the work

 

I've found they combo well with Chaplain litanies of +1 hit and wound for shooting. Even stronger if you chapter master them as well. They do need re-rolls though if you get into combat, I've found hitting on 4+ really hurts their damage output in close combat.

 

The main limitation I've found with them is that as things are so killy in 9th that if a canny opponent takes out my aggressors early it's a real uphill struggle, possibly also an artefact of my list design.

First game I played in 9th my aggressors wrecked the necrons I played against.

Downed an entire unit of warriors, and killed 3 big tripod choppy guys in melee (forget their name lol.)

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