The Top Nine Strongest Space Marine Units? Most Commonly Played Competitive Datasheets?
ฝัง
- เผยแพร่เมื่อ 26 ก.ค. 2024
- Let's talk through some of the strongest Space Marine Datasheets around and what makes them good!
-- Patreon Page --
/ auspex
-- SubscribeStar --
www.subscribestar.com/auspex
-- Buy Warhammer 40K miniatures here --
UK - Element Games: elementgames.co.uk/?d=10426
USA - Wargame Portal - wargameportal.com/?ref=auspex...
or Amazon also in the USA - amzn.to/3QWzuIC
Australia - Gap Games - bit.ly/3N8VBtj
Canada - Fenris Workshop - shop.fenrisworkshop.com/auspe...
-- Buy 3D Printers from Elegoo Here --
shareasale.com/r.cfm?b=168032...
Discount Code for $10 off: MKTAuspexTactics
-- Social Media --
Facebook: / auspex-tactics-1031297...
Discord: / discord
-- Subscribe to Auspex Tactics --
tinyurl.com/yc69mguy
0:00 Intro
1:54 Inceptors
4:31 Gladiator Lancer
6:14 Assault Intercessors
8:29 Land Raider Redeemer
10:32 Gladiator Reaper
12:25 Eradicators
14:47 Techmarine
16:51 Infiltrators
19:11 Scouts
21:05 Honourable Mentions
22:25 Getting Lesser-Played?
24:01 Outro - เกม
Just making sure the minis i own but never play with are still the most meta
That's the spirit!
Haha same
sleep is a thing auspex
That's what he does between uploads. Sleeps and dreams of videos to come. Then he wakes and makes them, returning to slumber anew only when the upload has finished.
...but weakness is a choice 😂
Quiet you, us insomniacs need this!!! lol
@@shakyrob6512videos are revealed to him in dreams, he awakes with the script fully embedded in his subconscious
To be or not to be a sleeper, that is not an option...
It's crazy that the Assault Intercessors cost more than Primaris Crusaders with their extra chainsword attack and 2 power fists per 10-man squad
Assault Intercessors with a captain fighting on objectives lets him reroll wounds. Use Rites of Battle for dev wounds and it’s over for whatever you’re fighting
@@Bumbaclart247*Laughs in custodes*
You can have two powerfists in a squad of 10?
@Laykane Yes. Two powerfists or flamers. Serves me right making them flamers omly for those to be nerfed into uselessness.
@@Bumbaclart247 I could see that for the extra power fist, maybe, but the extra attacks as well?
Auspex is an absolute mechine. They 100% must have become an admech so they can optimise video production.
I have been having a lot of fun with the Invictor Tactical Suit, 16D6 tank shocks is very reliable 5 mortals.
Looks like an underrated unit.
Heavy Intercessors with Anvil Siege Force. 2x 10 with Biologis and one Captain. Every Round 40 S5 BS 2 +1 Wound Lethal Hits and Sustained 5+
Until you play with terrain and can't see squat.
Gotta give a shout out to the Stormraven Gunship, it's a big part of a lot of new lists
Weird to not see it listed in this, considering it’s the heart of good Ironstorm lists lately.
Amazing content recently, Auspex
Assault Intercessors plus Asmodai is actually pretty good in ICTF. Load them up in a land raider, charge onto something on a bowed objective to get full hit/wound rerolls and +1 to wound.
I really like eradicators with the biologis and the enhancement from the firestorm assault force that allows you to change missed hits into an auto 6, triggering lethal hits and pushing some good damage through
I've been running this with Redeemer you just run straight in disembark and unload on something and then over watch anything that moves. I killed a blood thrister round one and did 12 wounds to belkor on the over whatch round one.
This and fire discipline on Gladius with a biologis,
Sustained and lethal on 5+ with advance and shoot, also makes them able to fairly reliably overwatch tanks, 8 melta shots with re rolls will get you some 6s, those 6s will ignor wounding, and duplicate, the duplicates re roll yada yada
I've been running biologis with eradicators and giving them gladius fire discipline that is super good with lethals and sustained
Yeh that combo will reliably kill most vehicles and monsters, it needs to get into melta range though for the tougher stuff with higher wounds.
@@tajj7 not much has more then 20 wounds
>Looks at the minis I bought to make a 1k list back in 7th, but never got the time to play.
>Got the time to play now in 10th.
>Looks at what I have.
>Looks at what's considered viable for anything other than the most casual of games.
>Looks at wallet.
>Cries.
(I still enjoy theory crafting lists, though, and fantasizing with what I might get myself if I ever start making more money)
Just play what you got. On the art of war podcast they talk about how people know how to play against known entries. But unknown entries already give you an edge.
Learn what you have that plays well and how to use it.
Although having done this in some armies and games before - you probably need to invest in something your army sorly lacks. Usually anti tank or scoring units.
@@vidarthorsby2052 yeah, that's fair. Although I'm repainting my minis as Salamanders, that doesn't mean I have to stay locked into Firestorm. I might need to go back to Gladius in order to make what I have work. I'll have to give it a serious look.
Ty for the advice!
@@duartecruz5635Absolutely, the big advantage of 10th is that you are not locked into a specific detachment, so take whichever works best for your army.
The only constant thing in my life right now are these videos. Keep up the hustle brother.
Auspex has become one with the machine god!. Pumping out these vids.
Incursors always work so much better for me. Their target mark/hit reduction ability is unbelievably good, and their mine is just an extra kaboom, + the extra attacks with their combat blades. I find them more useful overall than infiltrators, but the deep strike is great for protecting other units and their comms and helix gauntlet give them a little extra bump.
I'm just an old grumbler, I don't really like the the new drink prime space marines but I'm not a Space marine player so it's all good. This is a good video and really well made. I guess my favorite thing is I have a buddy that really likes Infiltrators and is a space wolf main. I know it's not on this list but the space wolf and blood angels unique dreads are so cool to me.
I just got into this hobby a few months ago, built an army list I felt fun to play with and started painting. The points increase on Whirlwinds and Inceptors blew that list to pieces
My guy is playing a generic net list and got busted. And I am loving it haha. Well, Dante. That's the hobby. Ride the wave until it crashes. But you'll see, that any unit will go up and down over the months and years. Buying 3 max unit sizes of a unit usually isn't a good idea. Just do 2 boxes, 3 at most. You'll thank me later.
@@asiburger It absolutely isn't the hobby. The changes to how Points work in 10th, i.e. one Unit cost and that's IT, no options no variants no nothing, hasn't been in use for 9 whole editions.
Personally I think it's a stupid decision and makes balance a nightmare as we're already seeing with Inceptors (RIP Bolter Inceptors, we barely knew you anyway) but heyo, it is what it is.
Well, I guess it is what it is my guys 😂 As for the generic net list thing, I havent really looked at whats meta, to be honest, but what would be extremely painful to play against. I planned a 1000pt list with 2 whirlwinds, 2 inceptor squads, 1 eliminator squad and infiltrators with a phobos librarian each, some intercessors and i still had points for the fire disc. enchantment. Idk, ill still use it as a base for my 1500+ lists….
point changes seem to be part of the game but SM habe been nerfed heavily…. And i guess asiburger youre right, its part of the hobby
And i am glad ive got a variety of other units so i can at least mix and match
Finally started building a Space Marine army, got the Leviathan box, Blood Angels, and Dark Angels old combat patrol to add. Couldn’t care less about the point increase, I’m going to get what appeals to me and figure out the rest eventually. Same goes for the Tau army I’m planning. I’ll get the old and new combat patrol, a crisis battle suit box, and a riptide. I’ll figure out the rest from there. Rule of cool rules and points be damned.
I like 10 Assault Intercessors in a Landraider with Corbulo and a lieutenant w/ SS, Volkite, Pwr Sword. The landraider normally can delete or soften up anything too big the can't fully handle before the charge.
Good morning Auspex
Auspex. Sir. Thank you so very much for this video! You are just the damned bees knees, brotherman! Appreciate what you do for us.
I wanna bring up a staple of my list: hellblasters / lieutenant in a drop pod
Do you drop a hellbaster off the table first and just run 9man squad?
Yeah pretty much. The lethals from the lieutenant make up for the lost man. I also run the Ironstorm detachment so I can use the Mercy Is Weakness strat. Meaning I can gain lethal and sustained hits. On top of that, with the Hellblasters shoot on death ability it’s extremely viable to overcharge them. However, I will say that if you’re running Ironstorm and plan on using mercy is weakness, it’s worth looking in to running an apothecary so you can overcharge the plasma and regain a man if you fail your hazardous tests.
@@centercore6891 Yeah hellbasters are one of my staples also. I run them in a repulsor to sit them on objective and protect them from charges.
I do like your idea of drop poding them in to bring the hurt turn 1.
@@dandaman9496 thats a great idea as well. The pod is good, I normally rapid ingress it turn 2 if my opponent is getting a little too close for comfort. On top of that, if you rapid ingress it, they don’t count as having moved on your turn, so you’ll be hitting on 2s during your shooting phase.
Try hellblasters in a drop pod with a apothecary
Stormraven is amazing in Firestorm. I use it with Redeemer, Lancer and Brutalis.
I've been running a unit of 6 Eradicators with a Biologis with Fire Discipline after a friend suggested it as i wasn't liking the Aggressor brick. In Devastator Doctrine there's almost nothing they don't one shot
You know Calgar can lead eradicators? Ever try it?
Bit of a Rules question: I've noticed that the Techmarine's "Blessing of the Omnissiah" ability and the Tech-Priest Engineseer's "Omnissiah's Blessing" ability are, while very similar, not the same ability. If you were running an army with both units, would it be rules-legal to use both abilities on a single vehicle unit? It would result in the unit repairing 2d3 wounds, as well as granting both the Engineseer's 5+ Feel No Pain, and the Techmarine's +1 to hit to the same target in the same Command Phase. The rules for each ability say that a unit "can only be selected for this ability once per Turn/Command Phase", but since they are in fact two different abilities with slightly different names and effects, are they stackable like that? Or is there a separate rule that vehicles can only be repaired once per turn?
The Techmarine can only bless Astartes vehicles while the Tech Priest can only heal Mechanicus vehicles. I don‘t see a unit which is both. But technically it would stack/overlap due to the different name.
Eradicators work awesome for Deathwatch.
Attach a Gravis Captain with Beacon Angelis enhancement. Deep Strike Eradicators. Lovely.
I expected hellblasters to be on here.
What unit were you expecting but didn't end up making the cut?
Redemptor dreads. Really love them, and they always perform well in my experience.
Idk what I was expecting, but I know I definitely didn't expect to see Terminators in the "Just bad" section
@@adambartholomew6575they’re not in a great place despite the big marketing push they had at the start of 10th, so it’s not very surprising
@@CMTechnica Yeah, that's right I forgot we're talking about competitive lol
@@adambartholomew6575 Terminators aren't as bad as Auspex says, but they are outclassed by other options. Terminators got hosed by the nerfs to storm bolters, combi-weapons and the general "melee not as great" issues many armies have. My one issue with AT is and has always been, if a unit doesn't have 40, S10, AP -3, D3 attacks that hit on 2's, he puts it in the trash section.
As a fists Anvil player, scouts have 2 heavy weapons for as cheap as possible, and the scout means they can position to stand still first turn easier
Thanks for this man, this video really cheered me up
I hope you continue to feel better.
Amazing as always. I just don’t see how the aggressor bomb has fallen out of favor…
My 2 infiltrators along with 2 invictor tactical war suit chilling on the far objectives are a decent combo with my Black Templars ironstorm build. It forces my opponent to deal with them while I move my bigger pieces around
I'd rate the following as "the 7 best":
Infiltrators (Deepstrike denial, durable objective sitters),
Eradicators (One of the best ranged units),
Assault Intercessors (Cost effective melee staple and screening purpose),
Inceptors (High Plasma damage, deepstrike)
Lieutenant (Staple for buffs)
Incursors (Buffs, but can be a bit situational)
Bladeguard (Slightly better melee unit)
Plus I'd consider adding these 3 for armoured lists:
Techmarine (Cheap armoured list utility)
Gladiator Valiant (Decent damage/durability for its cost)
Redemptor Dreadnought (Decent damage/durability for its cost)
Honourable mention:
Hellblasters (Backline ranged damage, but not always useful)
Aggressors (Frontline infantry wiper, but it's easy to focus them down)
In your video:
Scouts (Cheap board presence, objective pusher/sitter and screening purpose)
Land Raider Redeemer (Can last, but expensive and can at times be somewhat ignored)
Gladiator Reaper (Decent for the points, but not good vs heavy units)
I'd probably replace the Valiant on my list with a Reaper against a horde army and objectively speaking Scouts probably do deserve the top 7 list over something else (probably the Bladeguard spot).
Assault intercessors are lovely in Gladius... as is intercessors with Lt.
Hey Auspex. Where can I find those lists people have run at tournaments? :)
I went 2-0 and won at a four man tournament today with Gladius space marines. And I had the lancer, redeemer, scouts, and assault intercessors in my list. Put that in your data, quick!
My go to are infiltrators, scouts, devastators and eliminators. if I play firestorm hellblasters on impulsor or infernus on impulsor.
I run some of these, and all are great.
As far as gladiators go, I run one reaper and one lancer. I think I like the reaper more, as it gets enough shots to really do some DMG to infantry, and is highly likely to do at least some DMG to any target. Plus as a blood angels player, I prefer to send my jump infantry towards tough stuff as they handle it just fine.
Not really hip on the competitive scene but surprised the eliminators party bus impulsor didn't get mentioned. Did they finally nerf it so you can't go in and out?
What would you recommend for a stormlance taskforce for anti-tank purposes? I had difficulties finding any list that would be considered competitive these days
Baal Predator, cheap and pretty great vehicle, maybe around 5-7 tier in top 10, i love them
Gladiator Lancer’s crazy man
1st game in a tournament it 1 taps my caladius grav in turn 1 which essentially just ruined me
3rd game I was too scared to push the right flank because he had a single lancer and some incursors there and I was too far to do anything
so sm are again Iron hands? hah
speaking of Inceptors: Does their 3inch deep strike ability overwrite the 12 inch deep strike denial ability that some units have, such as the Regimental Attaches of Guard?
Nope, denial takes precedence in those cases.
Ha, I was just having this convo somewhere else in the comments. See "Priority of Rules" in the Rules Commentary 😁
@@samlowdon313 I'll take a look, ty!
I keep looking at the shots and stats. Space Marine Intercessors with stalker bolt rifles seem to be the best bang for your buck. Outside of knights they will pay for themselves. 🤓
TERMINATORS WILL ALWAYAS BE NUMBER ONE RAAAAAAAAAAAAAAAAAA
Sad to see Terminators where they are. Would love for them to get a rule buff
Agree, I want them to feel tangibly more powerful/tough than aggressors
@@bjwal6 They are. They cost less and have infinitely more survivability and transport options. Both units are over costed currently, Aggressors much more so.
in all of my games no unit feels tougher than the terminators, aggressors feel like theyre made from paper without any invul in most situations (T6 is nice though)
@@DickDawgDaDildoKILLA terminators are tougher but aggressors deal way more damage. Biggest problem imo with Terminators is the storm bolters
“…And that’s basically how I picked my list”
My buddies hate my lancer with a burning passion. Las-cannon go burr. On the off chance I get both hits sustained and lethal with the techmarine even an angron 4+ involve type character is getting a hole in its chest.
Oh? None of the marine snipers? Nice to see the top 10 has changed a little bit over the years.
Ok noob question:
If I used Uriel Ventris to give an eradicator squad deep strike
They have 18” melta weapons. So when they deep strike in, are they half range or not?
nope
Nope. I run the combo. The trick is to rapid ingress somewhere safe and use dev doctrine if needed
You have to be more than 9 inches away so if your 9.1 then doubling it gives 18.2 away, it's not possible to legally come in and be within 9 inches. It's a shame though as they should be able to in my opinion.
@@kylekeenan3485 hard disagree with this. Basically you wan them to guarantee 1 shot anything in the game.
I liked the comment on divergent chapters preferring their own centrepiece unit.. calling them out one by one - yet silence on Dark Angels. Man their codex feels really bad
Slightly off topic but the Leman Russ Vanquisher could really do with the Gladiator Lancer’s targeting optics rule to make it viable.
It will probably get something akin to that when the Militarum codex drops. It likely didn't in the index because GW wanted to push sales of the shiny, new Rogal Dorn MBT.
Watch them NERF the shit out of space marines again.... Dark Angels, SM and the other chapters are suffering from Black Templars success. They shouldn't have made supplement Codizes but a codex for every Chapter with their own point cost so you could specifically target that one chapter and not all at once
i genuinely dont understand the whirlwind nerf, what does it accomplish?
Makes shitmaris more appealing.
All indirect fire got nerfed, they just don't like it, so instead of dealing with it properly, they just made all the units more expensive. Pretty much every factions main indirect fire tank or artillery went up in points even if they were not doing that well.
@@tajj7 all indirect fire, except guard apparently. A basilisk has the same shooting profile as a whirlwind if it sits still, and is only slightly less tough, but it's 25% cheaper. It also has a better rule and secondary weapon
@@greg_mca No Guard they increased the cost of the Manticore.
Day 2 of asking for auspex tactics miniatures reveal
No hellblasters?
Tactical Marines will get scrapped, Reivers, together with Infiltrators and Incursors, should cost between Scouts and Assault Intercessors - around 140 or max 150pts per 10, Aggressors I'll use with my Sallies, no matter what, just like Eradicators - 6, 9 or 12 and Terminators should get acces to combi-weapons (they are friggin' chapter's elite...) or get AP-1 on their Storm Bolters.
But as always, meta destroys everything and there'll be some nerfs - again.
Why are terminators not being used as much
They need one more attack and point of ap in their guns.
Callidus Assassins is Space marines unit now? I thought Callidus is part of Agents of Imperium
They are taken so often, you might as well count them.
Is it bad that scouts are the best Space Marine unit?
1
GW needs to cut the BS and add multimeltas to all the tanks, just not Black templar.
Lmao I believe Auspex is powered by energy drinks
Assault Intercessors with a captain - use rite of battle - fight on objective, laugh
It’s great that Eradicators are so cheap in 10e compared to 9e, but I find myself using them less frequently now than I did when they were nearly twice the points. I own 6 Eradicators for my Black Templars army, 6 for Ultramarines, and 3 for Dark Angels, so obviously I’m a fan of Eradicators - sadly, I don’t use them as much in 10e. The main reason is that their Total Obliteration ability was hugely nerfed! That double-shot at half range was incredibly intimidating, and when Eradicators provided fire support to a squad of Bladeguards holding a mid-field objective, they were very difficult to shift.
Another reason why I don’t use Eradicators as much these days is because of 10e’s changes to the Apothecary. The Apothecary can only use its abilities on the squad it’s attached to, it can’t attach to an Eradicator squad, it can’t HEAL anymore, and and the Gravis Apothecary Biologis cannot Heal or Revive. If GW changed the Bio-Apothecary’s abilities so it could heal and revive, I’d definitely use it to lead Eradicators - probably 6!
I don’t agree that Infiltrators are one of SM’s strongest units. That extra 3” of Deep Strike denial isn’t worth 20 more points than Intercessors, and it’s ineffective against units or stratagems that allow 3” deep strikes. For the points, I’d rather take Heavy Intercessors because they are much stronger objective holders and they have a much greater chance of defeating a deep-striking or charging enemy unit, thanks to their Dam2 weapons, 3 Wounds, and objective-based ability.
I love the Land Raider for my Black Templars, especially the Redeemer, but it’s an odd choice for Space Marines in general. Whereas the Redemptor dread is a more universally strong “vehicle” for any SM chapter - even after its recent 10 points increase.
Please correct me if I'm wrong but I was under the impression Omni-scramblers prevented anything coming in from reserves within that 12" I.e. cosmic precision. Haven't found any official clarification on this yet so any pointers would be great?
Infiltrators deny the 3'' deep strike
I think I found it. See "Priority of Rules" in Rules Commentary
@@samlowdon313 I’m uncertain, but it doesn’t really matter because Infiltrators wouldn’t be a priority target for Inceptors, and Inceptors are primarily a shooting unit and have 18” range, so them deep striking at 12” instead of 9” or 3”won’t save the enemy from getting plasma blasted!
Whereas Heavy Intercessors have superior range, superior damage, superior toughness, more wounds, and a good objective-based ability. Ever since the points rebalance, I’d take Heavy Ints over Infiltrators for all SM detachments except Vanguard Spearhead - and then it would be mainly for the Phobos Lieutenant or Captain and the Phobos-only enhancements.
@reavern thats fair enough. And it's funny you should say because I have a Raven Guard army. I was playing against Necrons last week and they really helped stopping a C'tan popping into the middle of my army and wreaking havoc lol! Plus attaching them with a Phobos Librarian so they can't be shot and give them move shoot move gives a massive amount of flexibility and defense. But your right, I can't see them being as effective outside the Vanguard detachment.
Never thought I would have death by powerpoint on a hobby
Any release dates?
I know this is a bit off topic but have you guys seen the full tau codex, got mine delivered today and oh boy everything got a point increase and the Riptide got an 80+ bump and is now 245. Also farsighted is bumped up to 140
Codex points aren’t real. They’re always out of date and the app is the correct points costs 100% of the time.
Whoops i run one thing on this list and its a 5 man infiltrator squad. I should really try pick a few units based on ability not just looks😅
Top nine units who are getting their points increased next balance update :'>
They shouldn't do, most of those have had points increases already and Space Marines are at like a 41% win rate or something, If anything some of those need to actually come down a little bit, nerfing the best units when the faction is struggling was an odd choice. IIRC since the start of 10th, Lancers have had a points increase, Inceptors have, Scouts have, Aggressors have, Redemptors have, Infiltrators have. Assault Intercessors only became vaguely playable because of the points drops, similar to techmarines. Eradicators I think have been unchanged, they are pretty well balanced to be honest, they have some good hitting power against monsters and vehicles, but are slow, not that tanky and have no melee or anti-infantry ability. I mean what are you going to put Infiltrators up above 100 points? More than 20 PPM for 2 wound normal marines with bolters? Quite a few other armies have the 12" deep strike thing. Inceptors at 130 are already too much, that is over 43 PPM for 3 wound gravis dudes, it's insane. Lancers are already quite expensive for t10 3+ save, no invul tanks as well. If they want marines to start doing better, everything on that list aside Scouts and the techmarine actually needs to come down 5-10 points, whilst other stuff not used like Terminators etc. needs to come down more.
@@tajj7 I agree with you, it was mostly a joke since GW increased the points of units often used in tournaments last time.
@@tajj7 Thank you for being someone who gets it. To add to your already spot on analysis, consider this: An Aggressor (T6, W3, Sv 3+, A3) now costs the same as a Deathshroud Terminator (T5, W3, Sv2+/4++, A4 and deep strike).
@@JimH. Man comparisons to other armies always painful, it hurts the head some of the things that just don't make sense. Like Space Marine Dreads when Armigers were costing 140 or like Terminators were 42 PPM whilst WraithGuard were like 35 for a long time. A Brutalis is 10 points more than a T'au ripdtide suit, the riptide has 14 wounds, 2+ save AND a 4+ invul with a bigger move, and ignore modifiers, but is 10 points less than a Brutalis that is a melee focused dread with barely any shooting, but all the T'au players tell me the Ripdtide which has a better defensive profile than Guilliman and more anti-elite shooting than a Redemptor is cheap because it has bad melee.....
Man, remember when Reivers were good?
1) 10 Assault Intercessors buffing a Lieutenant with a Power Fist (S11 in Salamanders) and a Sarge with a Thunder Hammer is underrated.
2) Auspex, sleep for the love of the Emperor, please
Add a comment...
The fact that centurions are not even mentioned when they are strictly better than anything admech has is killing me on the inside
Space Marines being low in winrate is definitely not a mesure of their real competitive worth
Some of this seems legit, some seems like tier-list/new player meta garbage tbh.
Infiltrators are over-rated!
In casual play maybe, but more competitively they are god tier.
Disagree. If you play against grey knight or another space marine player with inceptors you’ll be very glad you have them
Incorrect. They suck on damage, but that's not why you bring them.
I'm not saying they're not good. They are good. I'm saying they're over-rated! The average player I think will miss out on alternative uses for them because they don't play the game that much. At which point they could probably get by with alternative means of screening. To add to that, it feels like the choices of units that you could use in a screen that also give you options for alternative means of movement and redeployment outweigh what Infiltrators bring. To use the comparison to the other top unit, you can always find a way to improve your game with Scouts at the moment, but you could find yourself in situations where infiltrators may not have acted like "infiltrators".
Other factions are doing better than SM as a whole without having them as a choice. . .why are we so adamant about them then?
@@artkewl03 "Other factions are doing better than SM as a whole without having them as a choice. . .why are we so adamant about them then?" Because SM generally suck right now and they are one of the few units keeping them from dropping even lower.
no, not rly, eradicators are rly bad unit, few shots with str only 9, rerolls only against vehicles - even then wounds only on 5+ , close range, very very bad unit, anything is better than that, best units are jump pack assaults , assaults intercessors on foot + chaplain, predator tanks with autocanons (even better than lancer and reaper , which are good) hellblasters if you play gladius, infiltrators, scouts, inceptors, (devastators are suprisingly good) , callidus is great, redemptor and balistus are not so good, land raider is 50/50 depends on your opponent, this list is good, but delete eradicators
Eradicators are good because you get to re-roll the damage, they will do an average of 4.5 damage per successful wound and they are AP4 so 2+/3+ vehicles are at best saving on 5s and 6s, if you get them into melta range that average goes to 6.5, so getting two wounds through will kill many average tanks, the wounding on 5s is less problematic with the wound rolls. It's very punchy firepower for the price, a Lancer is 160, putting out two high damage/high AP shots, 6 eradicators are only 190 and they will put out 8 high damage/high AP shots, with full re-rolls.
This opinion is sadly lacking an understanding of how maths works
So much fail here...
1) Eradicators are not a "rly bad unit" nor are they a "very, very bad unit." Complete and total lack of understanding math and rules. 🙄
2) Predators tanks with autocannons are not "even better than lancer and reaper." Um... what? 🤯
3) Devastators are not "surprisingly good," they are mediocre at best.
4) Redemptor and balistus are "not so good?" Dear God do you even play 40k? 🤮
Seriously, tell us you don't have a clue about SM without actually telling us you don't have a clue about SM.
In other words , top 9 units of this faction that will soon be nerfed