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Showing results for tags 'Smash Captain'.
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So I've finally gotten to playing 9th after restrictions have been lifted. While still useful, I've found the AP nerf to Thunder Hammers to be frustrating. I have not completely dismissed the traditional TH/SS combo, but I'm starting to look into other options for melee. Before I build any new models, I would like to know people's thoughts on Power Fists and Relics blades on a Smash Captain? I've yet to get adjusted to the meta in 9th. To clarify, I tend to run a Chapter Master with an Imperial Fists successor, so he can use the reroll aura. I've been considering a Master-crafted Power Fist as a possibility, but I'm hesitant on giving up a defensive relic.
- 31 replies
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- Space Marines
- Smash Captain
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Out of curiousity, wondered folks opinions/perspective on the future of the JP-captain in 9th. With the new character rule, it makes "making the charge" by all of your screening units even more important than before I'd think, and while these guys will still be great at impacting the mid-game, I think it's safe to say they might have a harder time sticking around to earn multiple opportunities to smash. As a RG player that doesn't use Cents for deepstrike (been sending a mixed package of Aggressors and Suppressors instead and truly enjoying it), I can see I'm going to need to factor in more ablative armor for the Captain. How are others approaching this? I'm considering bringing some non-primaris assault types for the first time ever as a possible ablative/chaff squad, and with the reduction in overwatch, really considering whether I want to bring the RG specific warlord traits of Shadowmaster (denies OW), and Master of Ambush (allows for a pre-game move between deployment, and first battle round (step 6 in 9th's mission start) - so I think useful only in 50% of the games due to die roll), perhaps going into Iron Resolve+Imperium Sword to maximize the smashing. Thanks all, for any feedback, and good hunting.
- 3 replies
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- 40k Competitive
- 9th edition
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