Prime Brothers Firefight Tactics

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Prime Brothers
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Human
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

Why Play Prime Brothers

Take everything you like about the Battle Brothers and then give them better guns. So what if you're paying twice as much per model? Your weapons are powerful enough that you'll likely not need more bodies.

Pros:

  • Your entire army is with great defense
  • A high amount of customization when including the specialized Detachments.
  • Prime is an incredibly powerful rule.
  • Your troops are more specialized in their particular role.

Cons:

  • Your troops lack Tough, so heavy weapons can very easily wipe out a unit of Brothers.
  • You only have one Psychic model. Some forces add more, but you'll be paying a pretty penny for that.
  • Unit flexibility is pretty bad.
  • Specialty Detachments will lack your guns and Prime.

Army Special Rules

  • Medical Training: A frequent option for you units, this grants allies within 12" Regeneration.
  • Prime: Your entire army has Fearless and Regeneration against all non-psychic attacks, which is almost everything. This makes your force very durable. Note that this isn't the same as regular Regeneration, which you can buy for certain units.

Psychic Spells

  • Blurred Sight (4+): One enemy unit within 12" takes -1 to hit with shooting. Vital for protecting your troops from heavy weaponry of any kind.
  • Psychic Terror (4+): One enemy unit within 12" takes 2 AP 2 hits.
  • Cursed Ground (5+): An enemy unit within 18" that attempts a charge loses 6" to their charge distance next time they charge. Note that this won't save anyone from a charge if they're too close, but it will prevent any long-range gambits.
  • Cerebral Trauma (5+): One enemy model within 12" takes a single AP 3 hit. Pretty much all you can ask for when sniping a hero or heavy weapon.
  • Time Passage (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
  • Lightning Fog (6+): Two enemy units within 6" take 8 hits each, making this hell for mobs of grunts.

Unit Analysis

Heroes

  • Captain: Your gold standard when it comes to Heroes. He's fairly customizable to fit out any mix of shooting or melee, which becomes rather odd since if you spring for a better gun you also need to grab a pistol (at a discount) and get also gives you four CCW attacks. You could also grant them Scout and Stealth, giving them the option to nab early objectives, or a shield for more protection.
    • Shooting: The base auto-rifle gives you the best mix of firing rate and range, though it lacks AP. If you're looking for better range, you can instead grab a rifle or precision rifle (and both come as options to replace the pistol so fun discount over there). Aside from those you also have the shard pistol (for another shot and Rending), the plasma pistol (AP 2), a heavy carbine (Rending at slightly better range) and the flamethrower pistol (lots of shots).
    • Melee: You've got quite a lot of attacks to rely on, especially if you grab the pistol. If you're looking for more punch, your options are rather limited to either the energy sword (Rending), energy fist (AP 3) or energy hammer (AP 1 Deadly 3).
    • Personal Upgrades: As with the BB Captain, you've got plenty of variety in forms. Aside from Veteran Infantry, you can also pick up an upgrade that more fundamentally changes how they work. The Stealth Cloak helps your captain set up an alpha strike at any distance. The Combat Shield grants some basic protection from getting hit. The bike gives Fast as well as an extra gun to shoot with. Tough is pretty much the easiest, granting only an additional three wounds.
    • Buffs: They have a bundle of special buff rules to pick up on, but all are mutually exclusive. Advanced Tactics adds +3" to allied shooting and charging ranges, giving extra versatility. War Chant gives Furious, making it better for melee-centric armies. Repair gives you the ability to heal your Aggro-Brothers and other heroes, which is...not very worth it in Firefight. The Ancient Banner provides Fear, helping crush units. Precision Shots grants +1 AP to nearby allies, which can prove to be particularly unfair depending on the gun selected.
  • Judge: Another veritable beatstick, though this one is more focused on melee with their awesome relic sword. Seriously, this sword is capable of dropping pretty much any other hero in a straight-up fight. While they can hold their own a bit against enemy fire, you still need people to clear the path to the ideal weapons. While they lack the special buff auras, they can pick up anything else they need to be especially violent.
  • Psychic: Slightly more expensive than the captain, but they also provide you with your lone psychic casting in a combat-proven package. Alongside the weapon and personal upgrades available to your heroes, you can also upgrade to Psychic 2 for extra power.

Infantry

  • Assault Brother: A prime brothers given merely a pistol and CCW, which gives you a cheaper melee force. However, you can tell how bare-bones it is, since your only options is Regeneration and one plasma pistol. If you're looking for something more anti-elite, then you'll need another unit.
  • Prime Brother: Your basic unit will describe the basis of how your army operates, and it's none clearer than here. You've got a ton of guns to pick from if you don't pick a melee weapon of some sort. Fortunately, a lot of the guns you can pick from are free if you stick with the auto-rifle. If you're worried about survival, you can also buy Medical Training so they can provide Regeneration.
  • Raider Brother: Short-range specialist. If you stick with the default loadout, you get AP 1 on your pistols and 3 melee attacks and Furious, which is a fair bit more than most (and lets you slap on Battle Rites easily). You can even buy an energy weapon in order to make them hurt more. If you don't plan on being so close, you can just buy them an assault rifle. However, these assault rifles will lack any AP. On top of this, you can give them Medical Training, Strider (which is quite useful for covering ground) and Ambush (if you feel like ruining the enemy's day).
  • Blaster Brother: This guy has absolutely no business in close quarters. Indeed, their only options are Regeneration and another sort of plasma gun, which just puts them at the same price as the Primes.
    • Heavy Plasma Rifles give you a pretty good range to deliver AP 2, though it's only at one shot.
    • Light Plasma Cannons only give you a boost in range, which is a bit appreciated so you can stand a little further back in the field.
    • Plasma Auto-Rifles are your only option for rapid fire. Though your range is at 24" and your guns are knocked to AP 1, you can now fire twice each turn.
  • Infiltration Brother: Your a sort of middle ground between basic Prime Brothers and actual snipers. Scout makes sure they get into position early and their heavy carbines give them Rending for a bit of a punch, but lack any dedicated precision fire.
  • Guard Brother: Take an Assault Brother and slap on a shield and energy sword. What you get is a very tanky melee unit best suited for accompanying a hero.
  • Elimination Brother: Your actual sniper. Unlike any of your precision rifles, this guy carries an actual sniper rifle with the actual Sniper rule and AP 1. They have both scout and stealth, making sure that they make the most out of their protected position. If you feel like killing the enemy even faster, you can buy a laser rifle for AP 3 and Deadly 3, capable of wiping any heavy armor model.
  • Eradication Brother: Your prime brothers now have a unit singularly dedicated to firing fusion rifles. Sure, they're shorter range compared to most weapons, but this is a model Relentless, meaning that they could likely level heroes with a good shooting turn. Under no circumstances are you allowed to waste them on piddly grunts.
  • Aggro Brother: The Prime answer to destroyers. Your shooting to punching ratio is more balanced between having two fist-carbines pumping three shots each (or buy fist-flamethrowers for even more shots) and two energy fists with AP 3 each. This is pretty much your only option, so you'll absolutely want make sure these guys are protected if you bring them in.
  • Suppression Brother: So you see the jetpack broter and ask "What if I want more dakka?" Well, that's what this boy's here for. These guys have autocannons so they can shoot anti-armor rounds from a long range, making vehicles and heavy infantry alike relent. That said, they also lack the ability to defend themselves much in close quarters.
  • Jetpack Brother: Each model comes with a jetpack and two plasma carbines so you can pump out AP 2 at a little faster than most, though this is at a very short range. If you feel like shooting more, then you can grab assault carbines for extra shots with no AP. The drawback is that short range leaves them vulnerable to any counter-attacking and from here, only their CCWs and 2+ defense will save them.
  • Prime Biker: And now they are here. About the same as battle brother bikers, with Fast and Impact 1, though they are focused on melee out of the box. So far, their only upgrade is the option for twin rifles if you feel the need to get shooty bikes.

List Building & Tactics

General Advice

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Tactics

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See Also

Prime Brothers
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future: Firefight tactics
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Gangs of New Eden - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Wormhole Daemons