SnorriSnorrison Posted October 10, 2011 Share Posted October 10, 2011 If there is one thing wrong with our codex, it is the Captain entry. Now I've complained enough about it in the past, so instead of further complains I'll let our readers know what Captain I field. Very simple loadout: Powerweapon, Infernus Pistol and Jumppack. Easy, yet effective. Costs the same as a Reclusiarch with JP and is more versatile in the shooting phase while packing a decent punch in the assault phase. Yes, yes, he's no force multiplier, but everytime I see a "strike force" led by a Librarian or a Chaplain/Reclusiarch, something within me dies. Snorri Link to comment Share on other sites More sharing options...
Demoulius Posted October 10, 2011 Share Posted October 10, 2011 rites of battle (pre pdf dex) made captains worth their while. whule the stup up from ld9 (veteran sargeants) to ld10 was only minimal it was great for combat squading as those squads are ld8 :lol: iits fluffy and it gives you an excuse to actually use one for a change :lol: but alas. the vanilla codex determined sicarius was apparently better then all the hundreds of other captains running around (including his chapter master ;) ) and decreed that he should be the only one who gets it.... so now only tycho has it :ermm: that said tycho+sternguard+droppod. hitting on 2's and wounding on 2's. I dont care what MC your firing at i seriously doubt he can pass ALL the saves hes gonna have to make! om nom nom nom :P Link to comment Share on other sites More sharing options...
Brother_Byhlli Posted October 10, 2011 Share Posted October 10, 2011 that said tycho+sternguard+droppod. hitting on 2's and wounding on 2's. I dont care what MC your firing at i seriously doubt he can pass ALL the saves hes gonna have to make! om nom nom nom :D Presumably only Tycho is hitting on 2s? Link to comment Share on other sites More sharing options...
Demoulius Posted October 11, 2011 Share Posted October 11, 2011 only tycho is hitting on 2's but all are wounding on 2's :lol: sorry for not beeing clear. Link to comment Share on other sites More sharing options...
knife&fork Posted October 11, 2011 Share Posted October 11, 2011 So which is the better wargear for a captain? Lightning claw and combi-melta or power weapon and infernus pistol? Both of these make use of the high I, WS and BS. Lightning claw is more killy and combimelta has greater 2D6 range, PW+IP on the other hand gives you more than one melta shot and odds are that your captain will see more than one round of combat. Link to comment Share on other sites More sharing options...
Deschenus Maximus Posted October 11, 2011 Share Posted October 11, 2011 Both are good. I think it would depend on the squad you will be running him with. Link to comment Share on other sites More sharing options...
JamesI Posted October 11, 2011 Share Posted October 11, 2011 I'd go claw and combi. Its slightly cheaper in points, and I think generally better. Link to comment Share on other sites More sharing options...
knife&fork Posted October 11, 2011 Share Posted October 11, 2011 Honestly, I'm pretty sure it's the better layout. I just think it looks awful on the model and way less "captainy". I guess I was hoping for someone to prove me wrong :yes: Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted October 12, 2011 Share Posted October 12, 2011 I think a Captain has some merit if you want a heavy hitter that doesn't come with the standard bells and whistles we see so often for other HQ choices. I'd go with a pair of lightning claws to boost him in melee which is his primary purpose. We have access to lots and lots of melter weapons so I don't see much value in a combi - YMMV. G :cuss Link to comment Share on other sites More sharing options...
knife&fork Posted October 12, 2011 Share Posted October 12, 2011 I think a Captain has some merit if you want a heavy hitter that doesn't come with the standard bells and whistles we see so often for other HQ choices. I'd go with a pair of lightning claws to boost him in melee which is his primary purpose. We have access to lots and lots of melter weapons so I don't see much value in a combi - YMMV. G :P Meltas are often critical shots and getting a BS 5 melta shot is pretty rare, specially one that isn't an IP and thus very short ranged. Link to comment Share on other sites More sharing options...
SnorriSnorrison Posted October 12, 2011 Share Posted October 12, 2011 I'd advise the IP/PW combo. First of all, he gets another attack, which is nice. Then, as already mentioned as well, he has BS5 and is more precise than other melta-carrying marines in our armies. And the range of the IP doesn't matter in most of the time, as he will be fielded with JP anyway and thus has enough range to get into that 3" he needs. The combi-melta is a waste of points IMHO. You get what, one shot and one useless boltgun that doesn't even give you another attack in close combat for a pure CC-character. This equipment is better taken for Tactical Sergeants and the like. Snorri Link to comment Share on other sites More sharing options...
BloodTzar Posted October 12, 2011 Share Posted October 12, 2011 I use mine for the fun, TDA + Dual TH, he rides LRC with TH/SS + TDA SP ... 6 S9 at Cpt.'s WS makes lot of sad faces :P not mentioning 2+/4++ but still he comes at around 200+p not sure. Link to comment Share on other sites More sharing options...
knife&fork Posted October 12, 2011 Share Posted October 12, 2011 I'd advise the IP/PW combo. First of all, he gets another attack, which is nice. Then, as already mentioned as well, he has BS5 and is more precise than other melta-carrying marines in our armies. And the range of the IP doesn't matter in most of the time, as he will be fielded with JP anyway and thus has enough range to get into that 3" he needs. The combi-melta is a waste of points IMHO. You get what, one shot and one useless boltgun that doesn't even give you another attack in close combat for a pure CC-character. This equipment is better taken for Tactical Sergeants and the like. Snorri The more attacks a model has the less the extra attack from two ccw means and the greater payoff you get from re-rolling wounds. Take two claws and you "waste" his high BS. I guess the third option is one claw + IP. Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted October 12, 2011 Share Posted October 12, 2011 A single claw and ip doesnt confer an extra attack in melee. G :ermm: Link to comment Share on other sites More sharing options...
Jolemai Posted October 12, 2011 Share Posted October 12, 2011 Given that people generally dislike Captains, I'm guessing there's even less support for one in Terminator Armour? Link to comment Share on other sites More sharing options...
knife&fork Posted October 12, 2011 Share Posted October 12, 2011 A single claw and ip doesnt confer an extra attack in melee. G :ermm: I'm well aware of that. But you get still get more than one melta shot and re-roll to wound in CC. Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted October 12, 2011 Share Posted October 12, 2011 I'd rather take a pair of claws. They look cool for one thing and certainly one melta shouldnt win or lose a game. G ;) Link to comment Share on other sites More sharing options...
Brother Kovash Posted October 12, 2011 Share Posted October 12, 2011 I made myself a Captain model anyway, equipped with an Infernus Pistol and a Power Sword. I use him in friendly games when my opponents complain about how overpowered Mephiston can be. To be honest though, it's almost always Mephiston plus a Reclusiarch in my list. Damn shame BA captains didn't get much love from the developers. Link to comment Share on other sites More sharing options...
Brother Chris Posted October 12, 2011 Share Posted October 12, 2011 The point of the captains is only fluffy, to have your own captain character with more or less whatever gear you want him to have. They are great fun to model and with the BA bits combined with the Commander box you can make some excellent models. Nothing else is so versatile. It is also a good intro HQ if you don't want to have loads of special rules. For my own point of view, losing rites of battle from the old codex seriously undermined their value. I think I last used one in Planetstrike when there are 3 HQs and had a particular gear combination I wanted to use. I think I would be more keen on the librarians and reclusiarchs if GW would make a plastic HQ box you could combine more easily with with DC and SG bits. I think most of the metal versions, except the original BA chaplain and the current Lemartes are pretty ugly. Link to comment Share on other sites More sharing options...
knife&fork Posted October 12, 2011 Share Posted October 12, 2011 For my own point of view, losing rites of battle from the old codex seriously undermined their value. I think I last used one in Planetstrike when there are 3 HQs and had a particular gear combination I wanted to use. I think I would be more keen on the librarians and reclusiarchs if GW would make a plastic HQ box you could combine more easily with with DC and SG bits. I think most of the metal versions, except the original BA chaplain and the current Lemartes are pretty ugly. Lots of stores with a bit of history have old metal blisters left. I bought old metal terminators and a chaplain last year. He's a little bit shorter compared to marines of today but with a little bit of creative basing it's not noticeable. Link to comment Share on other sites More sharing options...
Vilicate Posted October 12, 2011 Share Posted October 12, 2011 I just built a Flesh Tearers Captain last night. Jump Pack, Power Fist and Storm Shield. Pretty terrible efficiency wise, but it looks hella cool. Can't wait to get him painted and try him out. Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted October 13, 2011 Share Posted October 13, 2011 That is really cool bro. And that is a very big part of what it's all about. :P G ;) Link to comment Share on other sites More sharing options...
Deschenus Maximus Posted October 13, 2011 Share Posted October 13, 2011 This thread has made me nostalgic for the days when I refused to use anything but a Captain because "its not right for an army to lack a proper commander". Oh how times have changed! Link to comment Share on other sites More sharing options...
knife&fork Posted October 13, 2011 Share Posted October 13, 2011 This thread has made me nostalgic for the days when I refused to use anything but a Captain because "its not right for an army to lack a proper commander". Oh how times have changed! I miss the days when you didn't have to take a HQ at all! :jaw: I think it's kind of silly that you need a high ranking officer to oversee every little skirmish, specially in an elite force like space marines. Link to comment Share on other sites More sharing options...
Deschenus Maximus Posted October 13, 2011 Share Posted October 13, 2011 When was that? 2nd ed? Completely agree that needing an officer for every skirmish is kinda silly. I wish HQs only became mandatory past a certain pts level, like 2k. Link to comment Share on other sites More sharing options...
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