FallenLion Posted June 30, 2011 Share Posted June 30, 2011 Ok so I got my BA codex today, my first game is this weekend, I more or less [less] have my force assembled / painted in their shiny new BA colours. But I have no independent character, hence a capt' is needed. whats the best way to kit out my capt'? In the future I am buying a libby and a chapy but for now I need a workable capt' my current is a basic AoBR conversion - added helmet rather than face, and bolt/plasma pistol rather than bolter but I have no idea how that plays or how I should equip him Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/ Share on other sites More sharing options...
AGPO Posted June 30, 2011 Share Posted June 30, 2011 Bottom line is don't bother. Captains have nothing to recommend them over either Librarians or Reclusiarchs so I'd go for one of those and use your AoBR model as a stand in until then. Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807282 Share on other sites More sharing options...
BOBMAKENZIE Posted June 30, 2011 Share Posted June 30, 2011 whats your list like? Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807293 Share on other sites More sharing options...
Leonaides Posted June 30, 2011 Share Posted June 30, 2011 Well, thats one opinion. however, if you were to go down the Captain route, then I'd have to suggest a pair of Lightning Claws and a Jump Pack. Maybe Meltabombs if you feel like it too. Turn him into a squad killer, and leave the instant-death stuff to your squad sergeants with power fists or thunderhammers... Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807297 Share on other sites More sharing options...
FallenLion Posted June 30, 2011 Author Share Posted June 30, 2011 my list is currently under re-contruction ... to make it legal xD Linky what leave my capt' black and say 'count as chappy'? Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807298 Share on other sites More sharing options...
BOBMAKENZIE Posted June 30, 2011 Share Posted June 30, 2011 my list is currently under re-contruction ... to make it legal xD Linky what leave my capt' black and say 'count as chappy'? That would certainly be an option. Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807305 Share on other sites More sharing options...
AGPO Posted June 30, 2011 Share Posted June 30, 2011 It's not very WYSIWYG though. The problem with the Captain in this edition is he has the exact same stats as a Libby or Chaplain with none of the benefits, and no nifty special rules himself (unlike in C:SM). His only benefit is his low cost, which by the time you've kitted him out is not really much use. That said, I really like captains fluffwise, so go with what you like. Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807307 Share on other sites More sharing options...
FallenLion Posted June 30, 2011 Author Share Posted June 30, 2011 fair enough ... chappy + command squad = CC? Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807308 Share on other sites More sharing options...
FallenLion Posted June 30, 2011 Author Share Posted June 30, 2011 tactics for command + chappy then? run around and bash every chaos daemon I can, playing CD sat' Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807309 Share on other sites More sharing options...
Demoulius Posted June 30, 2011 Share Posted June 30, 2011 captains (sadly) dont add anything to the BA army that the other HQ's cant add either <_< whats worse is that they lost their ability to provide army wide LD 10 (the only thing that they had going for them to be fair...) mind you they are the only HQ that you can customize to have just about anything but upgrades that would make them worthwile (relic blade, artificer armour to go along side a storm shield) have been left out of the codex so eh.... aside from fluff or personal taste i see no reason to take them...sadly -_- Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807317 Share on other sites More sharing options...
BOBMAKENZIE Posted June 30, 2011 Share Posted June 30, 2011 It's not very WYSIWYG though. The problem with the Captain in this edition is he has the exact same stats as a Libby or Chaplain with none of the benefits, and no nifty special rules himself (unlike in C:SM). His only benefit is his low cost, which by the time you've kitted him out is not really much use. That said, I really like captains fluffwise, so go with what you like. Ummm... +1 WS + 1 BS + 1 W +1 I +1 A are all very different stats if you ask me. (iMind you the Reclusiarch is very close) Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807332 Share on other sites More sharing options...
Enzephalon Posted June 30, 2011 Share Posted June 30, 2011 As others have said the common build is to not build him at all. I would go the count as route and let him represent a Reclusiarch or Librarian, because who gives a <_<? It is a game... it's meant to be fun. I you don't have the time or opportunity to get a hand on another HQ then just proxy it. Would be no problem for me. Especially not in a casual game. Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807337 Share on other sites More sharing options...
Brother Chris Posted June 30, 2011 Share Posted June 30, 2011 They are great fun to build though. You can get some excellent effects combining the Commander set with the DC or SG sets, and any type of weapons you like the sound of. Jump-pack, infernus pistol and power weapon (from SG pack) for a cut price Dante. Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807590 Share on other sites More sharing options...
The Crimson Cartel Posted July 1, 2011 Share Posted July 1, 2011 I would build one with a jp and dual claws, just to have as inspiration and good looks. Then I would promptly buy the finecast jp chappie stat, and get him painted and in my list as a reclusiarch... :P Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807671 Share on other sites More sharing options...
SevenExxes Posted July 1, 2011 Share Posted July 1, 2011 BA Captains are political figure heads and logistical geniuses. Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807723 Share on other sites More sharing options...
BOBMAKENZIE Posted July 1, 2011 Share Posted July 1, 2011 BA Captains are political figure heads and logistical geniuses. Dont forget tactical. Dante fights a time traveling necron lord for fraks sake! Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807737 Share on other sites More sharing options...
toaae Posted July 1, 2011 Share Posted July 1, 2011 Captains aren't always useless. The point as to why we don't take them is because they don't have a buff to give out, which means it's more effective to take a Reclusiarch. However, if you are already taking a Reclusiarch (or Librarian with Unleash Rage), then he is a better character to add to the same unit. Fun Fact: Captains are the only characters who can take Twin Lightning Claws that have more than two base attacks. Of the 3 choices, he is the best single killer. Equip him with the claws, make sure he gets re-rolls to hit and Furious Charge, and add him to a squad to add some slicing-and-dicing. At 155 points (including jump pack), his 5 WS6, S6, I6 re-roll hits and wounds attacks on the charge are good. But, thats 155 on top of the 125, 155, or 175 you already spent on a libby/reclusiarch/epistolary. It's a decent cost. I would venture to guess, though, that a Captain, priest with Power Weapon, and a libby/reclusiarch would greatly beef up the killing potential of a regular Assault Squad. I just need to make one myself to try it out. Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807749 Share on other sites More sharing options...
SevenExxes Posted July 1, 2011 Share Posted July 1, 2011 BA Captains are political figure heads and logistical geniuses. Dont forget tactical. Dante fights a time traveling necron lord for fraks sake! Yes but Dante is Lord Commander. Captains aren't always useless. The point as to why we don't take them is because they don't have a buff to give out, which means it's more effective to take a Reclusiarch. However, if you are already taking a Reclusiarch (or Librarian with Unleash Rage), then he is a better character to add to the same unit. Fun Fact: Captains are the only characters who can take Twin Lightning Claws that have more than two base attacks. Of the 3 choices, he is the best single killer. Equip him with the claws, make sure he gets re-rolls to hit and Furious Charge, and add him to a squad to add some slicing-and-dicing. At 155 points (including jump pack), his 5 WS6, S6, I6 re-roll hits and wounds attacks on the charge are good. But, thats 155 on top of the 125, 155, or 175 you already spent on a libby/reclusiarch/epistolary. It's a decent cost. I would venture to guess, though, that a Captain, priest with Power Weapon, and a libby/reclusiarch would greatly beef up the killing potential of a regular Assault Squad. I just need to make one myself to try it out. This is the best post in regards to BA Captains I have seen yet. Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807755 Share on other sites More sharing options...
Midnightmare Posted July 1, 2011 Share Posted July 1, 2011 I can only echo what has been said above but the Captain does present some of the best modelling options. +1 for the claws/jump pack as he is the only IC that can be armed this way. Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807758 Share on other sites More sharing options...
GreatEscape_13 Posted July 1, 2011 Share Posted July 1, 2011 I run a captain as my commander most times, just because I like the idea of the captain leading the force (I run heavy on the tactical squads, so it has a "one company" feel to the force). Kit mine w/ maybe the worst weapons for a captain: hand flamer (thus wasting his higher ballistic skill) and thunderhammer (okay, that's a decent-ish option). And I love him! I have always found that the worse the model is in theoryhammer, the better they perform for me on the table. Cheers. Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807804 Share on other sites More sharing options...
AustonT Posted July 1, 2011 Share Posted July 1, 2011 In my case there are no less than 6 chappies for my BA army. I didn't get into magnetizing at it's peak so I have 4 in Jps (one formerly a biker) and two walking. But alas my 3ed , 4ed, and even PDF useful chappies are gathering dust in a big black skull covered Reclusium assault squad of Doom. I also have no less than 4 kitted out Captains also unplanned or used as SGTs when needed: Replaced by a Libby who is cheap and does work. I had a whole squad of libbys I was going to make into a display as a episilitory and a codices librarium squad. And now one has actually been pressed into service. The question I really have to ask goes back to the C:SMs that had traits replaced by the current edition WHY THE EFF DOES MY CAPTAIN NOT HAVE RITES OF BATTLE. army wide L10 was worth taking his gimp ass. Making a playable, legal BA list is easy, making one that works for you is a different story. I'm an old school rhino rusher, crushed by the rules, then an all JP army taking advantage of 3rd C:SM when BA was a supplement ahh the days. I even ran the goofyest shooting gunline PDF army; maximizing the rage roll for a DC that averaged about 12 models in 1500pts. Now I'm back to my old tricks in razorbacks backed by vindis spitting hate. Bottom line you have to decide what works for you. When in doubt BAs in rhinos are a formidable and mobile opponent. It's also not too hard on the wallet. RHINO RUSH! I mean...who is excited for 6ed? Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807833 Share on other sites More sharing options...
Demoulius Posted July 1, 2011 Share Posted July 1, 2011 problem with sticking a captain in a squad with chaplain and SP (for the reroll and FC respectivly) is that you just pumped out (guessing jump packs here) 300 points to make 1 model more lethal :huh: yes he will have 5 WS6 S5 rerolling to hit and to wound attacks. but if you factor in his own cost you have invested 455 points in 3 IC's (one with only 1 wound and no invul save) and thats even without taking into effect the cost of the unit itself <_< look, WS6 is nice no doubt here. yes you can customize him and give him dual claws. also no comment, because its true. problem is though that compared to the other HQ's he adds NOTHING aside from his own killing power. Librarians have hoods and powers chaplains make the unit fearless and grant reroll to hit on the charge (and to wound with DC :) ) sanguinary priests add FC and FnP (not hq's but just noting that they are adding something :P) all of the above are force multipliers. aside from kicking arse themselves they make those around them kick ass as well :lol: the captain....not so much :wacko: perhaps if he had a rule akin to the tau ethearel(sp) (preferred enemy if he dies) like its been mentioned in the fluff as what generally happens (marines fighting harder to avenge his death) or if he would give rites of battle (like only Tycho now still does <_<) then he would at least have something else going for him. he also isent cheap either as you still have to kit him out (unless you want BP/chainsword?) so uh...yea.. doesent have much going for him sadly. does that mean they are useless? no. Of the generic IC' s he still has the highest WS, so hes generally the best character to take out other HQ's with. LD10 for a squad is nice too (even if the other HQ' s give equal effects) and shouldnt be overlooked. Its just that of the available HQ's we got we have force multi pliers (abit less powerfull themselves but buff your army) and brawlers (do the damage) force multipliers fit more keenly in my army. brawlers though are far from bad but that role is generally taken by other characters Mephiston, sanguinor, Astorath to name but a few (speaking of Astorath, he does both. he makes people succumb easier to the thirst, hes a chaplain and he has a S6 power axe that forces rerolls....REALLY hard to compete with that :blush: ) Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807921 Share on other sites More sharing options...
JamesI Posted July 1, 2011 Share Posted July 1, 2011 Astorath to name but a few (speaking of Astorath, he does both. he makes people succumb easier to the thirst, hes a chaplain and he has a S6 power axe that forces rerolls....REALLY hard to compete with that <_< ) The whole post was good, but this part gets a <_< Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2807949 Share on other sites More sharing options...
Brother Chris Posted July 1, 2011 Share Posted July 1, 2011 My captain has a plasma pistol (wrist mounted from SG) and power sword (DC) for no reason other than I thought they looked cool. He leads a foot HG. He is primarily there for story reasons, as some-one said above, for 'normal' tactical type missions where I wouldn't expect them to break out a reclusiarch or a librarian. People play stories, campaigns, challenging missions with minimal special powers. The captain has a place in all of this, and excels in the model building side of the hobby. You'd sometimes think in the posts that 40K is only about achieving marginal edges in 1500 point games. In my games, we tend to have HQ models (who are individuals even when they aren't ICs) sitting out for the next game if they get killed, so we tend to see a variety of models rather than single favourites. I like the sound of the two lightning claws, but I haven't found a plastic version of the opposite hand from the commander set. The only pairs I have are for the terminators. Where is the other PA one? Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2808379 Share on other sites More sharing options...
JamesI Posted July 1, 2011 Share Posted July 1, 2011 I like the sound of the two lightning claws, but I haven't found a plastic version of the opposite hand from the commander set. The only pairs I have are for the terminators. Where is the other PA one? The only set I've found was a veteran blister pack had 2 metal lightning claws Link to comment https://bolterandchainsword.com/topic/233246-ba-capt/#findComment-2808416 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.