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BA Capt'


FallenLion

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The problem is, WS6 is pretty redundant when we have so many ways to re-roll hits in CC.

 

S4 is pretty mundane. No Relic Blade option makes the Captain pale in comparison to the Reclusiarch. The fact he has the same I and A as the Reclusiarch again makes it a no brainer.

 

And if you want to spend points on something to go in a unit WITH a Reclusiarch that will kill things, then 5 more DC or an Honour Guard is an infinitely better use of points.

 

But if you absolutely have to take a captain, then a pair of Lightning Claws and a Jump Pack is the best of a bad situation. I actually used 2 of the Space Wolf LCs with the really slimline claws that look like Wolverine for a conversion for a friend. Clipped them off at the elbow. They worked perfectly.

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?

 

Space wolves pack box.

 

How many lightning claws does that contain, do you know?

 

~Edit. It's only got 2. Not sure if $62 is worth that. I might have to find a SW player and work something out.

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?

 

Space wolves pack box.

 

How many lightning claws does that contain, do you know?

 

Two sets, you'll need to trim some space wolves iconography off but nothing too serious.

 

The poses (like many other things in the space wolves set) is a bit wonky, so cutting them off by the elbows as mentioned above and reposing them might be recommended.

JamesI Posted Jul 1 2011, 12:46 PM
QUOTE (Demoulius @ Jul 1 2011, 06:57 AM) *

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 :P )

The whole post was good, but this part gets a ;)

thank you thank you! glad you agree :)

Though if you're doing that, you may as well just convert the plastic termie claws... I'll see if I can find a picture.

(not great clarity, but termie claws dont look so bad)

gallery_19254_1203_20440.jpg

thats a pretty nice conversion! where did you get the bolter with chain feed from? my guess is plastic dreadnought?

with regards to the aptain fulfilling a fluffy role....let me tell you that the same applies to other characters as well. you can make plastic chaplains and librarians with some effort and aside from having less wargear options all that has been said in favour of the captain (story based, missing out batles if wounded in campaigning etc) can also apply to the other HQ's. il tell you my jump liby (still WIP sadly) has been a favorite of mine for a long time :) he has done some amazing feats and it always pains me when he bites the dust. i go out of my way to avoid powerfists/weapons when i place him in combat. sometimes i can be taunted into placing him against an HQ of the opposing side and to be fair sometimes hes doone stellar and sometimes hes died before he got to strike. either case everyone wins as it makes for some entertaning games B)

what it boils down to however is that simply from a rules perspective the captain only brings combat power to the board where other option buff entire units (including themselves). what it boils down to is preference. do you want a combat beast? take the captain (or Mephiston, or Astorath, or the Sanguinor or Seth) if you want an hq that while hes still nice himself can also boost his troops? take a generic HQ (or astorath, or dante or tycho)

noone says captains are bad. we say there are (in our opinion) better options. big difference. renember that everyone has their own play style and preferences ;)

to move this back to topic. dual claws is the best way to go. anything other then that hits at I1 or costs the same as the claws but has nothing else going for them (normal power weapons) thunderhammers and powerfists can be used but he will be striking last, giving up his I5 (6 on the charge if he has FC) which i personally find a shame.) mind you i have tried a PF captain myself and it gave me some mixed results. ive had him banish deamon princes and squish chaos lords. but likewise he also gets gutted sometimes before he gets to strike -_- if you go this route make sure he has enough men around him to minimize return damage.

you CAN give him a ranged weapon but dont expect to much of it(unless you give him a PF/TH/single LC in which case you dont lose anything) space marine ranged weapons simply dont compare to races like Tau where you give an HQ some nasty ranged weapons. the weapon that would be best is a combi-melta or storm bolter (in my opinion) as it allows a follow up charge. the combi-melta is only effecivly 1 shot though so make sure you pick your target for him well (would be a shame to waste it on a guardsmen :D ) sometimes waiting for a right target to come by is better then to shoot it out of fear that he will die before it presents it self. the stormbolter is decent. 2 S4 shots hitting at 2's isent bad. its not going to win you any games on its own either but the 24 inch range is really nice, meaning he can most likely fire on turn 1.

if you do want to make him shooty a combi-plasma would give you 2 S7 AP2 shots hitting on 2's once per game. thats very nice. if you put him in a plasma HG the squad will do alot of damage before (or if) they get charged the next turn. might take out a squad of terminators or such :-)

Ahhhhh, the captain. The red-headed step child of the BA HQs. Seen so highly in rank, but thought of so little in game play. Everything here in this thread is sadly true. He doesn't even have Red Thirst special rule, what kind of garbage is that! It really upsets me that we cannot even give him artificer armor, especially since we can't put the uber cool bitz available to us from the Sang Guard box to good use. With all this said, I still built a captain. One I am dam proud of too, it was a TDA Chaplain in which I cut out the skull helmet and attached some TDA Twin Claws too. He is awesome, but useless. However, I couldn't stand not having a captain to lead my army. I am sure one apocalypse game, I will pull him out and be happy I built him.
Ahhhhh, the captain. The red-headed step child of the BA HQs. Seen so highly in rank, but thought of so little in game play. Everything here in this thread is sadly true. He doesn't even have Red Thirst special rule, what kind of garbage is that! It really upsets me that we cannot even give him artificer armor, especially since we can't put the uber cool bitz available to us from the Sang Guard box to good use. With all this said, I still built a captain. One I am dam proud of too, it was a TDA Chaplain in which I cut out the skull helmet and attached some TDA Twin Claws too. He is awesome, but useless. However, I couldn't stand not having a captain to lead my army. I am sure one apocalypse game, I will pull him out and be happy I built him.

 

Librarains, Reclusiarchs and Chaplains don't get the Red Thirst special rule either.

The thing is the common consensus on the internet is the BA Captains "suck" but there is often little explanation. The Captain is a great combat model which would be useful in any army. The problem which makes them "suck" is there are simply other choices in the army list which give the same performance with additional benefits.

 

The Captain is still a good choice, it's just hard to make a choice for something when there is something else in the list which is just as good with additional benefits.

The thing is the common consensus on the internet is the BA Captains "suck" but there is often little explanation. The Captain is a great combat model which would be useful in any army. The problem which makes them "suck" is there are simply other choices in the army list which give the same performance with additional benefits.

 

The Captain is still a good choice, it's just hard to make a choice for something when there is something else in the list which is just as good with additional benefits.

 

The main drawback isn't his stats or lack of buffs, it's price. Both base cost and upgrades. If captains started at 60-75 pts incl standard wargear and had more reasonably priced upgrades (40 pts for TDA? come on) he might see more play.

The thing is the common consensus on the internet is the BA Captains "suck" but there is often little explanation. The Captain is a great combat model which would be useful in any army. The problem which makes them "suck" is there are simply other choices in the army list which give the same performance with additional benefits.

 

The Captain is still a good choice, it's just hard to make a choice for something when there is something else in the list which is just as good with additional benefits.

I don't think I've ever said The Cap "sucks" there are just to many better choices, the way GW worked his upgrades and price being the largest sticking points. Even without his litanies a chaplain has a power weapon, so does a Libby all equally priced if memory serves (not at home) subtract the cost of a power weapon at least and we're in business. We can call all the extra points he has over a Sgt for stats and iron halo. But alas that didn't happen.

liby indeed costs the same as the captain. the reclusiarch (hq version of the chaplain) costs 30 points more, but has PW, 4+ invul, litanies and honour of the chapter (or however its called in our dex...)

 

captains arent bad they are just generic. you can tool them but other options can generally do the same things (and/or other things) equally well as the captain can. hes a good all rounder though and can be tooled better for the task you want then the other generic hqs can.

Ahhhhh, the captain. The red-headed step child of the BA HQs. Seen so highly in rank, but thought of so little in game play. Everything here in this thread is sadly true. He doesn't even have Red Thirst special rule, what kind of garbage is that! It really upsets me that we cannot even give him artificer armor, especially since we can't put the uber cool bitz available to us from the Sang Guard box to good use. With all this said, I still built a captain. One I am dam proud of too, it was a TDA Chaplain in which I cut out the skull helmet and attached some TDA Twin Claws too. He is awesome, but useless. However, I couldn't stand not having a captain to lead my army. I am sure one apocalypse game, I will pull him out and be happy I built him.

 

Librarains, Reclusiarchs and Chaplains don't get the Red Thirst special rule either.

 

No IC in the dex has it, but i was simply stating that it would make up for his lack of special rules.

I don't think I've ever said The Cap "sucks" there are just to many better choices, the way GW worked his upgrades and price being the largest sticking points.

 

Well I don't recall specifying it as you being the recipient of my post, rather a generic feel I get from the internet that often gets echoed rather too often on multiple forums. Perhaps you have a guilty conscience? :D

 

Anyway, it's not the price of Captains like has been stated here, it's the price of other choices in comparison. Hell, get rid of the Reclusiarch and you could have a Captain as a viable choice as he is the generic choice with 3 wounds.

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