Great list! I think a notable mention should be Hellblasters - they mesh well with most combos/detachments and even if they dont, theyre a solid unit and cost just the right amount of points.
Everyone who mentions the Aggressors combo always leaves out it's extremely potent finisher: The Captain in Gravis Armor. You get everything the original combo offers but now you get the ability to use your Storm of Fire stratagem for free. Then when you move to melee (and ideally get the charge), you have a free Honor the Chapter stratagem AND the lethal hits buff to all the power fists. +1 to wound (if charging), an additional -1 AP and all the Captain's attacks combining with the Aggressor fists. Give him "The Honor Vehement" enhancement for a very cheap 15 points and now he has two extra power fist attacks (no buff to the relic blade) and +2 strength to both the fist and the blade. SEVEN power fists attacks at S10, AP-3 and 2 relic blade attacks at S7, AP-3.
Their twin linked rule means Aggressors don't need Vulkan's help. You could deploy them to another part of the field while Vulkan works somewhere near the Infernus squad. Also Vulkan doesn't even need to be in the same squad with the Infernus. He can just point at an enemy unit and anyone with fire can burn them better.
Hellblasters going hazardous with Azrael on an OOM target is my favourite combo atm. I really dig the Ballistus Dreadnought as well doesn't do a heap of damage BUT can always target another unit that doesn't have OOM and get rerolls on hits with Ballistus Strike. Land Raider Redeemer also another standout for me insane Overwatch I had a game where my opponent didn't move anything near it's range and I just sat in the middle of the board holding primaries like a champ. Gladiator Lancer & Vindicator probably another 2 tanks that standout to me both have good use into enemy tanks & hordey sorta units.
Using Flamestorm Aggressors when Boltstorm Aggressors have such a devastating and powerful presence is so annoying. I can’t even give my Aggressors a leader that uses the same gun as them but the Boltstorm variant is out here killing knights
Im not sold on the aggressor-biologis blob in gladius with fire discipline and much prefer 10 heavy intercessors: -already at AP-1 at any target -S5 guns means more range of wounding -30" range means youre more likely to hit targets all game round, and less likely to get hit by close ranged heavy firepower -assault and heavy means you can move and shoot or stand and hit on 2s -theres 10 bodies vs 6, so more wounds and casualties means less of a loss of firepower Aggressors are a must in firestorm
You can't give the redemptor plus 1 save from the ancient fury strat, you can't improve on a 2 plus save, and it's not a modifier, so it does not stack with any thing or hang around waiting to.
Mercy is weakness allows vehicles to get critical hits on a 5+, so that triggers sustained and lethal on a 5+. But the unit your attacking must be below starting strength. Hope this helps.
Lethal hits and sustained hits are triggered on critical hits which with the combo is a 5+, so both lethal hits and sustained hits would be triggered on a 5+
1. 0:33 - Whirlwind
2. 2:52 - Redemptor Dreadnought
3. 5:15 - Aggressors + Apo Biologis
4. 7:12 - Inceptors
5. 8:53 - Ten Infernus Marines (and Vulkan He'Stan)
Great list! I think a notable mention should be Hellblasters - they mesh well with most combos/detachments and even if they dont, theyre a solid unit and cost just the right amount of points.
They work extraordinary good with an Apothecary (Non-Biologis) attached
Everyone who mentions the Aggressors combo always leaves out it's extremely potent finisher: The Captain in Gravis Armor. You get everything the original combo offers but now you get the ability to use your Storm of Fire stratagem for free. Then when you move to melee (and ideally get the charge), you have a free Honor the Chapter stratagem AND the lethal hits buff to all the power fists. +1 to wound (if charging), an additional -1 AP and all the Captain's attacks combining with the Aggressor fists. Give him "The Honor Vehement" enhancement for a very cheap 15 points and now he has two extra power fist attacks (no buff to the relic blade) and +2 strength to both the fist and the blade. SEVEN power fists attacks at S10, AP-3 and 2 relic blade attacks at S7, AP-3.
That genius comment with a fitting profile picture, you sir are a men of culture!
I play against a guy who always brings Agressors + Captain. Those guys eat all my firepower ASAP.
Marneus Calgar
I have run 3 aggressors and a captain all edition and it’s worked beautifully. Just got 3 more which will be tasty
@@Josh-zd9pq one game he was Gladius and the Captain had the 5+ FNP. Tough brother just wouldnt die.
Aggressors in the firestorm are twin linked and if you attack the closest target they are AP-1. A squad of 6 are very nasty to deal with.
I ran some against Imperium Guard, yesterday, in a game, and they just decimate if you can get in range.
Their twin linked rule means Aggressors don't need Vulkan's help. You could deploy them to another part of the field while Vulkan works somewhere near the Infernus squad.
Also Vulkan doesn't even need to be in the same squad with the Infernus. He can just point at an enemy unit and anyone with fire can burn them better.
Add a captain with the honour vehement in the gladius task force and the combat potential is incredible too
@@Mikazuchireborn I am a Blood angel player. I run a Cap in Gravis so I can use use IP for free once per turn.
Great stuff. You guys should definitely do much more of these short little videos. Thanks
Hellblasters going hazardous with Azrael on an OOM target is my favourite combo atm. I really dig the Ballistus Dreadnought as well doesn't do a heap of damage BUT can always target another unit that doesn't have OOM and get rerolls on hits with Ballistus Strike. Land Raider Redeemer also another standout for me insane Overwatch I had a game where my opponent didn't move anything near it's range and I just sat in the middle of the board holding primaries like a champ. Gladiator Lancer & Vindicator probably another 2 tanks that standout to me both have good use into enemy tanks & hordey sorta units.
Thanks again guys you always provide great content and give me things to think about that i had not considered
Guys please, I need to finish the minis I have first. 😂
A Whirlwind! How can we improve it? Bring 3. xD
I've been running 2 this edition and they have always made their points back
inceptors also in flamer detach for stratagem plus one to wound
Using Flamestorm Aggressors when Boltstorm Aggressors have such a devastating and powerful presence is so annoying.
I can’t even give my Aggressors a leader that uses the same gun as them but the Boltstorm variant is out here killing knights
Im not sold on the aggressor-biologis blob in gladius with fire discipline and much prefer 10 heavy intercessors:
-already at AP-1 at any target
-S5 guns means more range of wounding
-30" range means youre more likely to hit targets all game round, and less likely to get hit by close ranged heavy firepower
-assault and heavy means you can move and shoot or stand and hit on 2s
-theres 10 bodies vs 6, so more wounds and casualties means less of a loss of firepower
Aggressors are a must in firestorm
Captain is obligated If I play 1 gravis capi with 6 aggressor ???
Nice
NOICE NOICE BABEEEEE
👌
Whats a grrat combo with intercessors. I like using them
You can't give the redemptor plus 1 save from the ancient fury strat, you can't improve on a 2 plus save, and it's not a modifier, so it does not stack with any thing or hang around waiting to.
Am I missing something? I didn’t think Tech marines gave +1 to hit in 10th??
Its built into their heal ability
@@MrCMacccturns out I just didn’t read the abilities section properly….🤦🏻♂️😂 thank you!
I thought all effects, like Lethal Hits, needed an UNMODIFIED roll of six. But they talk about it goin off on 5.
How does this work?
Mercy is weakness allows vehicles to get critical hits on a 5+, so that triggers sustained and lethal on a 5+. But the unit your attacking must be below starting strength. Hope this helps.
Lethal hits and sustained hits are triggered on critical hits which with the combo is a 5+, so both lethal hits and sustained hits would be triggered on a 5+
As above, the same on the "fire discipline" enhancement in gladius. It states it does crits on 5s during the devastator round
@@william9557 dev wounds can’t be triggered on a hit roll so if you auto wound you can’t get a dev wound
Oath of moment doesn’t allow re rolls for wounds anymore
theyre oblivious and are just speed recording content to stay relevant.
They didn’t say oath give wound re-rolls. They came from twin linked or abilities