Which Primaris Marine Elites to Choose?
Codex: Space Marines already presents you with a small and elite army. Units feature strong defense, even on basic troops, and solid offense. In your Elites slot you’ll find many single model specialists, larger squads specializing in a particular type of warfare, and more experienced basic troops.
Before loading up on Primaris Marine Elites ask yourself a few questions.
How does this unit add capabilities to my force?
Do their abilities compliment my Troops and HQs?
Do their abilities conflict with my existing choices?
Can I find similar capabilities elsewhere for cheaper?
If the units in this, or any following section, don’t work well you’ may need to rethink using them or changing your Troops.
Primaris Apothecary
Medic! While the Primaris Apothecary is a fair fighter in melee, his real roll is support.
Combat Restoratives heals a single model of D3 Wounds. While this doesn’t seem like much, a good roll with Combat Restoratives can undo a Fight phase’s worth of attacks on a powerful HQ character.
Meanwhile the Narthecium prevents nearby units from losing Wounds on a ‘6’. The Narthecium’s aura affects all nearby infantry, bikers, and characters. 1 in 6 are slim odds, but every ‘6’ rolled may mean the difference between losing a model that turn.
Placing your Apothecary where the fighting is thickest permits his Narthecium to trigger several times a turn. At the same time, you’ll have a variety of targets for Combat Restoratives. While you’ll want to prioritize characters to keep their abilities in play longer, even restoring a single wound to an Intercessor squad may keep them in the fight another turn. Marines are just that tough.
When I have the spots and space open this is my number two Primaris Marine Elites choice.
Primaris Ancient
Another support character, Ancients carry the chapter’s standards into battle. Considered holy relics by the Chapter, Marines fight harder and longer when near their Astartes Banner. Those units with the CORE keyword and within 6 inches receive a +1 bonus to their leadership.
Additionally, if a model in such a unit is destroyed, there is a 50/50 chance they’ll strike back before being removed. Those models may either shoot or make a single melee attack as if it was their turn. After this retributive strike, they are removed. This is in addition to any attacks they may have made previously.
It should be clear, Ancients, like the Apothecary, want to be where the fighting is harshest. They’ll be helping many of their brothers make Morale Tests. Marine armies do not want to fail these and lose chucks of their unit to follow-up Combat Attrition checks. Likewise, those contested spots on the battlefield are where you’ll see the largest loses of models. The second half of their ability has greater opportunity to trigger. Every kill increases the likelihood they melt away instead.
Bladeguard Ancient
Everything written about the Primaris Ancient applies to the Bladeguard Ancient as well. He’s a a superb boost to leadership and destroyed models may get an final attack. However, he boasts a second ability, Deeds of Heroism, applying only to Bladeguard Veteran units. Those Bladeguard within 6 inches gain +1 on their to hit rolls, now hitting on 2+. The combination of abilities creates a deadly synergy for Bladeguard Veterans. Even as they fall, the foe goes with them.
Released only as part of the Indomitus set, we’re hoping for an early to mid 2021 release.
Veteran Intercessor Squad
The Veteran Intercessor Squads have entered the fires of countless battles and emerged victorious. Inducted into the 1st Company, they gain an attack and a bonus point of leadership. Their Sergeant may also choose from a variety of close combat weapon and pistol weapons regardless of whether they came from Intercessor or Assault Intercessor squads.
Compared to the other specialists and squads in the Elites, the Veteran Intercessor squad doesn’t shine. The other choices give your force more abilities of better weapons. However, when you’re down to your last few points or Power Levels the Veterans may be a good choice for one of your squads.
Games Workshop has not designed a Veteran’s kit at this time. Assemble yours from either an Intercessor or Assault Intercessor box.
Bladeguard Veteran Squad
Small, but hard hitting, Bladeguard Veteran squads punch above their weight class. They are dedicated melee units armed with master-crafted power swords and bearing storm shields. Combined with 3 Wounds each, it takes concentrated shooting, melee power, or a horrid run of luck to eliminate them. Back them up with a Bladeguard Ancient and they get even better! While they work well to hold an objective, they’re even better suited to charging one and scoring at the beginning of the next turn.
The hardest part of playing them might be getting them to a target. As a dedicated melee unit, their shooting is limited to pistols. Making use good use of terrain, coupled with their storm shields, is essential to getting them within charge range. The storm shield makes them very durable with a 4+ invulnerable save and +1 to their regular armor save. Coupled with cover, you’re reducing the value of your opponent’s high AP weapons.
On the other hand, since Bladeguard Veterans excel during the Fight Phase, they’ll serve to draw a disproportionate amount of shooting as they approach. You can use that to your advantage as well. While the enemy is shooting at the Bladeguard, other units in your army have more freedom to maneuver, shoot, and fight.
At the moment, Bladeguard are only found in the Indomitus reprint, but Games Workshop has teased a separate release. Fingers crossed for an early to mid 2021 release.
Judicar
Aspirants to the Chaplaincy, Judicars combine deadly melee ability with a strong combat support function. The massive blade a Judicar wields deals Strength 7 hits easily slicing through even power armor. In melee, their superior combat skills grant a 4+ invulnerable save. Meanwhile, the Tempormortis slows a nearby enemy unit. That unit doesn’t attacks in the Fight Phase until all your eligible units have finished. By that time, there might not be an enemy unit left to fight.
Again, the Judicar has yet to receive a separate release. Look for an Indomitus reprint to find one.
Reiver Squad
Reivers had a bad rap in 8th edition. Their Terror Troops ability was underpowered, they were foot sloggers, and lacked any AP for their close combat attacks. Consequently, Intercessors or Firstborn Assault Squads were preferred over them.
While 9th has improved them a bit, their signature ability reduces leadership by 2 now, they’re still in a hard spot. Like Veteran Intercessors, Reivers are surrounded by units whose raw combat potential or specific abilities outclass them. Still, with the ability to Out Flank or Death From Above, they have versatile later game uses. Their point cost also makes them the lowest cost Primaris model in the Codex.
Successful use of terrain is key to using Reivers. Their grapnel launcher permits them to ignore vertical distances when crossing terrain. Take advantage of tall, solid terrain to block enemy fire, move over it, and launch assaults. Likewise, they may ignore the vertical during a Fall Back or Advance move. Use this to break off and prevent being charged or advance quickly towards objectives or positions.
Instead of arming themselves with pistol and combat knife, Reivers may trade away their knife for a bolt carbine. The carbine turns Reivers from melee units to skirmishing units. The carbine’s assault 2 works well with the grapnel launcher for the same reasons noted above. However, you want them to then stay further from enemy units so they don’t lose out on a turn or more of shooting from being trapped in a melee or Falling Back. This reduces the utility of your Terror Troops ability as you’ll rarely be within 3 inches. Despite that I’ve had better luck with carbines than knives.
Aggressor Squad
Wearing heavy Mk X Gravis armor, Aggressors excel at close range firefights and melees. With the armor, each Aggressor has 3 Wounds and 5 Toughness. They also have the strength and carry capacity to wield 2 flamestorm gauntlets. During shooting, each model delivers 2D6 auto-hitting flamer shots. In melee, those same gauntlets strike as power fists. If charged, Aggressors are among the best unit to conduct overwatch.
Alternately, the flamestorm gauntlets may be replaced with auto boltstorm gauntlets and a fragstorm grenade launcher. The boltstorms have a fixed rate of fire or 3, but strike at slightly longer range. Their 6 shots are supplemented by the D6 from the fragstorm. The total output of shots tends to be higher at 1D6+6 versus 2D6 and you gain 6″ of range, however, you’ll lose those automatic hits. In melee, boltstorm gauntlets are equal to power fists as well.
Aggressors preform admirably against nearly all opponents. Units with poor armor saves suffer grievous casualties from the volume of shooting. Better armored and tougher units may not lose much to shooting, but the following charge has the strength, AP, and damage to inflict severe losses. I always try to make room for an Aggressor squad when selecting my Primaris Marine Elites.
While much more expensive than an equal number of Reivers or troops, Aggressors are completely worth inclusion in all but Combat Patrol sized games. Even then, they’ll make your opponent reevaluate their strategy for the game.
More from Chapter Command
As shown in the HQ article, certain units may receive upgrades to Chapter Command. In the Elites section this applies to the Primaris Apothecary, Primaris Ancient, and Bladeguard Ancient. The low cost of their upgrades tempts me almost every time I include a standard character in a force.
Entries in this series
Space Marine Primaris Beginners Overview – Your Troop selections and what differentiates Primaris from regular Space Marines.
Primaris Marine Leaders, Your HQs
Best of the Best, Primaris Marine Elites
To Be Published
Lightning Strike, Primaris Fast Attack
Hammers of War, Primaris Heavy Support
Heavy Metal, Primaris Tanks and Transports
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