Space Marine AGGRESSORS Review – 9th Edition Codex – Warhammer 40k



In this video we review the Space Marine Aggressors from the Space Marine Codex.

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5 thoughts on “Space Marine AGGRESSORS Review – 9th Edition Codex – Warhammer 40k”

  1. They're a 5 star units in salamanders, who can auto max their flamer hits at +1 to wound….fists trigger extra hits on 6's with boltstorms, and space wolves +1 to hit in melee makes them incredible assault units

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  2. For Crimson Fist I say 3 star. Maybe 2.5. High demand for elites slots, at least in my list and there are lots of options for heavy bolters that just preform better.
    I should think rapier carriers will do nicley
    Edit – listed a dreadnaught that no longer exist

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  3. Grats on the sub count! Definitely well deserved.

    I think a 3 or 3.5 is a pretty good place for Aggressors in general, but this will skew up or down depending on what chapter you're playing. Salamanders (my most frequent opponent), for instance, probably would put these guys at a 4 easy because of the synergy with the flamers. I definitely agree that the flamestorm gauntlets are the better choice. The extra 6" of range and the grenades are nice, but you don't really want these guys to be standing off in the backfield. Better to use Heavy Intercessors for that. With 2 d6 weapons, the flamestorm gauntlets will get the same number of attacks as the bolters more than half the time, and the fact that each model has two of them mitigates the risk of a bad roll.

    The key to these guys is that their short range weapons and strong assault power means they need to be, well, aggressive, but their slow relative speed means they really are more of a "slowly advance and dare the opponent to come try and do something about it" unit. So they aren't really well suited for taking objectives from your opponents, but rather are better for advancing a forward firebase. Pick an objective you want to hold, preferably near the center of the board, and move them with a few supporting units up towards it. Sit them there, shooting anything that gets close. Only the nastiest of assault units will really give them pause, but with the low unit size they aren't invulnerable and taking a big enough unit will be expensive.

    End of the day, I think that's where 3 or 3.5 puts them – if you have a good synergy and you build your list to accommodate them, they'll perform well, but without a plan they're not as good as more flexible or tougher options.

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