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chapter master builds


Lord Kallozar

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It makes a massive difference on the percentages though, if you're into that sort of thing.

 

Essentially, on a 6 sided die a single increase or decrease in the scores makes a massive difference.

 

Of course it's only needed if it's needed. What I mean by that is if you have a bunch of models with good invulnerable saves already then you could afford your Master to go without and go more killy. If you haven't then you need the tank.

I think that artificer armor is an absolute requirement. Don't leave home without it. But storm shields depend on what you want.

 

If he is striking at I1 in close combat and doesn't have a bike for T5, then a storm shield is a good investment. Also if he is using a two handed weapon or a single specialist weapon, he might make use of a storm shield since he isn't getting the extra close combat attack anyway.

 

For a character you want to use to take out as many sergeants and grunts as possible, you want the extra attack plus you won't be rolling many invulnerable saves anyway.

I think the CT makes a big difference as well when you start thinking about whether or not that SS is worth it. Specifically IMO why pay the extra points if your using IH CT. You have enough two extra rolls after your invuln so you should be able to dodge the wound somewhere between your 4++, 6+ FNP, and 5+ IWND. All to 0 additional pts.

I think that artificer armor is an absolute requirement. Don't leave home without it. But storm shields depend on what you want.

 

 

I can understand this feeling but I can't help but think it only leads to expensive HQs.

 

I'd argue that 3+/4++ is a pretty good place to start when it comes to an HQ unit. Depending on how you plan on running them and with what squad, you may or may not need additional defensive equipment.

If your goal is to go solo daemon princes and hive tyrants, then yes, you'll likely need a 3++ and EW, but if your goal is to butcher MEQ squads, chances are stock is good enough.

There's two ways of building the Chapter Master, IMO

 

The first is the obvious, no-holds-barred, everything-and-the-kitchen-sink unkillable Chapter Master on a bike. Add in Iron Hands CT for extra fun.

 

The second is to keep him a bit lower down on the points spectrum - artificer armor and a melee weapon of your choice. That way he can take plenty of hits for his cost (which, even with Burning Blade, is under 200) and still dish it out. Burning Blade + AA is nice and feels properly choppy for an HQ while not going too overboard, relic blade + AA does something similar. I'm also taken with the Teeth of Terra - I think it's a really great weapon no matter where you throw it.

Teeth of Terra is an amazing weapon for quite good value. The extra 10pts for Rampage over a standard Relic Blade is good enough (Marines that aren't outnumbered are winning anyway!) and other abilities are just gravy.

Another powerful one. I've been tempted with the Armour Indomitus myself. For one turn you just become nigh on indestructible! Admittedly I roll a lot of ones, but still. :)

 

Here's one that we should have all thought of on the B&C:

 

Chapter Master - Primarch's Wrath, Teeth of Terra and either Terminator armour, bike or Armour Indomitus.

 

Powerful bolter and chainsword combination! ;)

Both are specialist weapons, so you get the bonus attack for 2 CCW's thanks to them both being specialist weapons. So you can get it with PF/LC, LC/LC, PF/PF if you are that insane! 

 

The reasoning for a powerfist is that it counteracts the ToT's AP3, so you can choose which way to swing, but still get maximum attacks.

 

ZP

Both are specialist weapons, so you get the bonus attack for 2 CCW's thanks to them both being specialist weapons. So you can get it with PF/LC, LC/LC, PF/PF if you are that insane! 

 

The reasoning for a powerfist is that it counteracts the ToT's AP3, so you can choose which way to swing, but still get maximum attacks.

 

ZP

 

cheers for clearing that up mate. which build would you consider to be more effective:

indomitable armour + teeth of terra + jump pack + RG chapter tactics

or

artificer armour + teeth of terror + powerfist + jump pack + RG chapter tactics

I am desperate to run a ToT and PF combo, either that or run a 5 plasma command and go ToT and LC...

 

The LC & PF combo is a strong one if you don't want to go with a relic weapon. ToT wounds better than a LC and comes with a variety of cool rules, all for a meager price tag.

I think it's a very strong build personally.

One of my captains is LC/PF. He personally killed Lukas the Trickster, Ragnar Blackmane and 14 Blood Claws. Got to love the lack of eternal warrior over on fenris. Hehe.

 

The second one, without the fancy armour. Artificer armour is more than enough, nobody needs that 2+ invun. 

 

ZP

In this codex the weapon choices for captains and chapter masters are great. Very flexible and different price points. The best part is that there are no right or wrong choices.<br /><br />The power axe goes at I1, but it costs less, has AP2, and can give you an extra attack. On a bike, I would go with the axe every time. On foot or with a jump pack, the relic blade might make more sense to take out power fists before they can take him out. But the lack of AP2 is a concern on your close combat oriented HQ.

It also matters who your characters are rolling with. If you have a bunch of AP2 and alternative challengees in your unit then take advantage of the Master's high initiative and go for a Relic blade. If your unit can smash apart opponents at initiative and don't have any AP2, then maybe slower weapons will be the order of the day.

 

My second Chapter Master has a power axe and maul for a accompanying my Honour Guard when I can't afford a power axe wielding 6th Honour Guard. Still able to carve through lighter opponents at initiative if need be but against Marines I can hit hard still.

 

Oh, and 7 attacks on the charge is pretty decisive!

I'm running

 

Burning blade

Artificer armor

Bike

Iron halo

Bolt pistol

 

He runs with a 5 man bike squad that is rolling with 2 grav guns and a combi grav.

 

This squad is designed to hunt big nasties like riptides and wraithknights.

I'm running ... Artificer armor ... This squad is designed to hunt big nasties like riptides and wraithknights.

The targets you describe are all Monsterous Creatures that inherently have smash making them AP 2. I'd ditch the Arti-suit to save points.

True but when I pour 9 grav gun (2 grav guns 1 combi grav) shots into them before charging they should be knocked down to initiative one from the concussive nature of the grav guns (if they are still alive) and the burning blade should be able to pull a few wounds off of what's left, so in theory they should be dead before they even swing back. And if their are no MC's this squad will do drive by's on TEQ/MEQ's and mop up the survivors in CC.

 

Artificer armor is for the latter option.

If I run a non-Marneus Calgar Chapter Master, i'll probably make it:

 

Artificer Armor

Shield Eternal

Thunder Hammer

 

He'll run with an Honor Guard Squad w/ Chapter Banner. Either in a Land Raider or a Drop Pod (they'll find some nice terrain to hide behind. Maybe the enemies own aegis line.)

 

Honestly, once you give a Chapter Master EW, you don't really need an on Initiative weapon. the S8 will put down any MEQ in one shot, and any MCs will strike at I1 for the next turn against your honor guard.

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