In this video we review the Suppressors from the Space Marine Codex
—-Become a member of Planet 40k on YouTube—
https://www.youtube.com/channel/UCHhjutyqA1BU0QSpZUVO38g/join
—-Support us on Patreon—-
https://www.patreon.com/Planet40K
—-Discounted Warhammer 40k and gaming products—-
http://elementgames.co.uk/warhammer?d=10501
—-Social Media—-
Twitter: https://twitter.com/Planet_40K
Insta: https://www.instagram.com/planet_40k/
Subscribe to Planet 40k for more Warhammer 40k content!
Email: [email protected]
Source
I give them a 3 Star good at removing 5 man marine squads and allow them to move around the battlefield if the enemy moves away from their line of sight. The main problem with Devastator Squads and H. Intercessors is that the enemy can just move away from their line of sight. Another bonus is having Fast Attack instead of Heavy Support if you run a lot of Vehicles. I agree with the rest of your points though. They are quiet expensive and their gun is too weird that you dont know what to shoot with them.
I’d actually like to use them with iron hands due to there doctrine.
Have them hunker down in early game and then use them late game to score a far off objective.
i wish these guys were decent, but i love their asthetic. maybe make the gun weaker like S5-6 and change it from Heavy 3 to Assault 3 so it fits into the role of a fast attack unit. these two changes would make them a solid anti-Infantry and bump them up to "Have a purpose" status. till then im just going to enjoy them for their looks rather than their actual abilities. honestly id rather them be taking Xenos Gauss Reapers over what they have now, but then i'd have to kill them for heresy against the Codex Astartes and the Emperor himself.
I like using these guys in my Imperial Fists crusade force. In Crusade, you have the option to take Centurios Service Studs, allowing the Suppressors to stay in the Devastator Doctrine and benefit from the Legacy of Dorn the entire game.
Suppressors are indeed one of the more odd choices in the SM list. The models are cool for sure, but for all the reasons you explained they just seem to not really fit. I do have an idea of what they're for, but I have to start with the caveat that I'm basically trying to make the unit work somehow – I don't know if this role is really valuable enough to take the unit, but if you're taking them this is how I think they're supposed to be used.
The weapon plus their suppression ability tells me that they're a support unit. The heavy weapon with long range plus fast movement tells me they're a unit that has mobility just to get to an optimal position, not to advance or skirmish. The cannon is good enough to damage either vehicles or infantry, but not particularly specialized to either, so they're not gonna do a big chunk of damage, hence being a finisher. Their special rule, Suppression, is highly situational but extremely valuable against certain targets – the one that comes to mind is charging a Salamanders Devastator squad full of heavy flamers. So I think you take them primarily for that rule. You've got the right idea about how to use them in general – deploy them on some place high that can see the whole battlefield, or move them into position early. Then, you sit there, shooting at targets of opportunity. Priority targets are those you intend to charge that have dangerous overwatch, such as a squad with a bunch of flamers. Outside of that, you use them to pick off the last wounds off of damaged targets. Hit a squad with Heavy Intercessors and it's down to just a couple of guys? Suppressor them out of existence. Managed to take off almost all the wounds off a vehicle? Shoot it and take it out. I can see them being useful like that, as I always seem to end up with squads that I've only mostly killed. But does that justify their cost? I don't know, but I think not. So yeah, 2/5 might be right for them, but unless something crazy happens with Overwatch I doubt you can justify putting them higher than 3/5.
I play Blood Angels and include one unit of Suppressors. I use their "Suppressing Fire," ability to turn off enemy overwatch before I charge in with Death Company or Sanguinary Guard. Works well in that roll for me.
Completely unimpressed with the unit. Again, they're simply overshadowed by other, better, units in the list, and as you repeatedly knocked on, they're a confusing mess of abilities. Not anti-tank, not anti-horde, not really anti-elite, not melee-oriented so true benefit or need from speed…WTF is it supposed to be doing?
6 shots/3 bodies are not worth buffing in practically any form, the maximum damage output isn't there. Sure there are some chapters to make them better, but a baked potato is still a potato. I see a few mentions of the anti-overwatch ability, and I can concede that it can be useful…situationally. Aside from some vehicles, few units have such overwhelming firepower that it'd seriously threaten a charge on 6+ or even 5+ to hit.
With 9 shot at strength 7 they are good against necron destroyer sitting on an object….. because I don’t really wanna get close if I don’t have to. LOL
And they are fairly cheep
They are really anti-Intercessors unit. They are removing a standard primaris body every shot but I agree 100% this unit does have a confusing weapon profile for a fast unit. Now against Tau, they are crazy overkill! (Not that anyone needs help right now against them). Honestly, they should be a 3 wound model to make them worth considering but at 2 wounds, just too easy to kill.
suppressor in vide game
These are one of those pocket units that have a very niche use and that is against Tau. Combined with an Invictor and some infiltrating units, you can split the fire of these guys to negate overwatch and start to tie up their big guns from turn 1 (Invictor can get to smashing bigger suits). Other than that, they suck.