Why Invictors?
I've only been playing 40k for around a year now, but I've been playing SW for the entire time and I don't see a reason for Invictors outside of cool factor. They don't benefit from our chapter tactic, so their combat is still kinda eh. I think they look baller af, but don't see a reason to bring them in most lists, be it fluffy or competitive.
Of course if your reason is they are cool, more power to you, do you boo and have fun.
Just to be clear, not hating on anyone who brings them, just wondering for input on why you'd run them. And if they are an effective choice.
Posted Feb 18, 2020, 3:47 AM UTC
You bring them because it means turn 1 you have 3 dreadnoughts 9” away from the enemy, if you go first that means you can move, shoot then charge, if not the opponent HAS to deal with them or they have the potential to seriously damage their army
Are you assuming 3 Invictors or what am I missing? I'm still working on assembling my first army so please excuse the rookie question
Sorry yes, the convention is if you’re taking them you go all in with 3
Completely agree. They are all about giving your opponent bad choices - put a lot of resources into getting rid of these leaving your main army to move up, or ignore them and get hit with some serious power.
They also work as a tough screen for other phobos units, and/or good protection from charges with their 2D6 each flamers.
and an Aggressor pack with flamestorm gauntlets, use the chapter tactic so they can join the Invoctors and rip enemies apart turn 1
When you say use the chapter tactic to you mean hunters unleashed? Or do you mean the chapter stratagem for fun in of the wolf so they deep strike?
Yeah, Cunning of the Wolf, allowing one unit to be set up "on the hunt"
Basically pop them up with the Invoctors to give the enemy a proper worry, then drop scouts/infiltrators in behind them