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Chaplins


malorn24

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You mean this guy? http://www.charliechaplin.com/ nah he's not too good in a firefight biggrin.png

Seriously though...haven't used a chaplain for a while. Librarians seem to have been stronger for some time. Used to field one all the time with a jump pack leading assault marines, where a lot of attacks could be rerolled...my termie chaplain however got used once or twice and then ebayed.

In larger games I would still consider one as a second HQ to buff a CC unit. Jump pack chaplain with vanguard? That would be pricey though.

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I have yet to actually use them more than once with the new codex, this is in large part because I simply haven't had room for one in most of my more recent lists. All the same he isn't a bad character in terms of support. For the same cost as a ML 2 Librarian you get a marine with a built in invulnerable save, Fearless, and squad wide Hatred. Essentially two different blessing psychic powers that are always active. He can make a decent assault unit good, and a good assault unit awesome. The thing for me is, I don't build my assault units in such a way as to make the Chaplain needed. Generally they are either already incredibly strong (Honor Guard, TH/SS Termies) or only use close combat as a way to tie down annoying shooting units. (Crusaders, Carcharodon Tacticals)

 

If you don't want an expensive HQ (as captains tends to become) but want to be able to buff an assault unit then he's awesome, I just don't run into this situation in my lists often.

 

I will say that some good ways to use him are vanguard vets or assault marines (with or without jump packs) in a Storm Raven or Land Raider. The Terminator Chaplain is best saved for making those terminators that much better, and literally unmoveable. I feel the Chaplain might become better once we see Orks and Nids updated. After all Hatred works even when the enemy charges into you, meaning your assault units can still hit well even with less attacks. In fact if you know the enemy might assault your line then using a chaplain can easily deter all but the toughest assault units.

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challenges - he comes with a built in invulnerable save and a beating stick that will screw lower T characters. also great for tarpitting chaos lords and dark eldar archons, necron overlords etc until a greater melee character can arrive. just great for putting the enemy in their place really.

fearless and hatred - two extremely useful rules that buff the unit to make it either hard hitting or unmovable and form an anchor point in the battle line, whether in TDA or not.

loadout - as well as carrying their beating sticks, the chaplains also have access to just about every weapon a captain has so can be tooled up for any occasion.

value for points - not overly expensive and comes by default with a power maul and invulnerable save, as well as USR that need to be rolled with libbies, the chaplain won't be a power monster by himself but is excessively great when used with the right squad. assault marines and vanguards will be your best bet as they'll benefit from the re-rolls and staying power in melee, TH/SS termies will just be a bad day made worse for the enemy but tactical squads can gain if they find themselves suddenly being assaulted. if your devastators are being assaulted i really don't think a chaplain is the right thing to be discussing.

all in all there is still a place for chaplains and i'll most likely include one in my lists. they might not be uber-competitive, but if used right your opponent will underestimate them and they'll pull off some great tricks for you. they just need a bit of honing but at least they won't suffer wounds from thinking too hard msn-wink.gif

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The main reason you won't see them used is because for a beatstick HQ (which he basically is), the Captain or Chapter Master do better for not a lot more. And support wise the Librarian is still a better pick. I suppose as a discount beatstick HQ he isn't bad, but really not that great. I also still see no reason not to run Cassius ahead of a normal Chaplain (except for jump packs).

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Cassius unless your not running UM CT's. Chaplains are better at being a the cc support discount beat stick. Captains are overpriced and by the time you get done pumping points in them cause there stock gear sucks they are expensive and not a force multiplier.

 

Chaplains make good fall back HQ if your taking something just to check the box as long as you have a close combat unit on the table.

 

This us pure theory hammer cause I don't pod sternguard in but they should make a cheap support character for a squad of sternguard. Podding sternguard are a prime target for being attacked in cc by your opponents best cc units. A chaplain gives your sternguard fearless and allows the 2 attack vets to reroll cc attacks after being charged. Not to mention your getting a few wounds a power weapon and another ic which you can use to tie up MC's.

 

Also as others pointed out they make good support for jump pack assault marines.

 

Better roll for a secondary HQ using your warlord like this wouldn't be advisable.

 

Chaplains suffer from the meta of 6th which is very much a shooting meta. So a cc oriented support char is obviously going to want a bit.

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Why run a Chaplain now?

 

For Fearless or Reroll to-hit, you can get (nearly) both for a lot cheaper with a 55 point Divinty Inquisitor.

 

He gives the Reroll (to shooting as well) and Stubborn.

 

Plus has three wounds.

 

And folds like a wet blanket against any 'decent' weapon. On top of that you have to 'roll' just to get that re-roll bonus, which space wolves can still attempt to nullify. Add to that Stubborn isn't nearly as good as Fearless. Also the Chaplain would smash the little Inquisitor into paste with ease, and you'd have to buy a seperate book just to use the rules. On top of that I've heard of a few tournaments (one of which is local) that only allows printed rules to be used. So no E-books until it is out on print.

 

I actually have a list idea I'm waiting to try out that makes use of my Jump pack Chaplain. It also has a Jump Captain with a Thunder Hammer and a Grav Pistol.

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You'd decline a challenge with the Inquisitor, he's not there to be the units beatstick.  And nor is the chaplain, really.

 

Printed rules only is quite frankly stupid.  No SoB and No DftS.  But whatever floats their boat.

 

Yeah I was confused when I heard the rule about that, but I don't play in tournies anyway. Gotta think about nids though too, Shadows in the warp is a pain with psychic powers, and they supposedly up next. Chaplains don't care about that though, plus Crozius is always handy when fighting light infantry and MCs.

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Haven't used a chaplain in a while, always use the Reclusiarch since the BA still have them and he seems to tear arse since he has higher initiative and WS than most meq opponents so he tends to go first and lands most hits, that's in addition to his passive buffs he gives to the rest of the squad.
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Why run a Chaplain now?

 

For Fearless or Reroll to-hit, you can get (nearly) both for a lot cheaper with a 55 point Divinty Inquisitor.

 

He gives the Reroll (to shooting as well) and Stubborn.

 

Plus has three wounds.

 

And folds like a wet blanket against any 'decent' weapon. On top of that you have to 'roll' just to get that re-roll bonus, which space wolves can still attempt to nullify. Add to that Stubborn isn't nearly as good as Fearless. Also the Chaplain would smash the little Inquisitor into paste with ease, and you'd have to buy a seperate book just to use the rules. On top of that I've heard of a few tournaments (one of which is local) that only allows printed rules to be used. So no E-books until it is out on print.

 

I actually have a list idea I'm waiting to try out that makes use of my Jump pack Chaplain. It also has a Jump Captain with a Thunder Hammer and a Grav Pistol.

Another point to make in the chaplains favor is he can ride in a dedicated transport. IC's from allied detachments can't do that.

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Why run a Chaplain now?

 

For Fearless or Reroll to-hit, you can get (nearly) both for a lot cheaper with a 55 point Divinty Inquisitor.

 

He gives the Reroll (to shooting as well) and Stubborn.

 

Plus has three wounds.

 

And folds like a wet blanket against any 'decent' weapon. On top of that you have to 'roll' just to get that re-roll bonus, which space wolves can still attempt to nullify. Add to that Stubborn isn't nearly as good as Fearless. Also the Chaplain would smash the little Inquisitor into paste with ease, and you'd have to buy a seperate book just to use the rules. On top of that I've heard of a few tournaments (one of which is local) that only allows printed rules to be used. So no E-books until it is out on print.

 

I actually have a list idea I'm waiting to try out that makes use of my Jump pack Chaplain. It also has a Jump Captain with a Thunder Hammer and a Grav Pistol.

Another point to make in the chaplains favor is he can ride in a dedicated transport. IC's from allied detachments can't do that.

 

That's an ongoing debate in a different thread, but if GW rules it that way in an FAQ or we somehow reach that same answer than yes, and that would be a huge point in the chaplains favor.

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I still don't understand the core point of that debate, Lysere.  There shouldn't be a debate.  The ally rules are specific about Battle Brothers and transports.  The point others are arguing is, in my mind, the worse kind of rules lawyering.

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I still don't understand the core point of that debate, Lysere.  There shouldn't be a debate.  The ally rules are specific about Battle Brothers and transports.  The point others are arguing is, in my mind, the worse kind of rules lawyering.

 

As for actually debating it let's keep it in the other one, but it's an issue of whether or not joining an allied unit allows the IC to ignore that restriction. I see it as being either one, but I don't play allies so I'm just trying to see the reason against it cemented before I see it that way. GW could just FAQ too but who knows when that'll be.

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I had 50/50 success with my jump pack chaplain with power fist attached to a assault squad

 

It's just what dice want to roll you. But my one being attached to an assault squad has decimated units tbh and in a challenge he's come off reasonably well.

 

Like I said its all down to the dice.

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Inquisitor is fine if in TDA. Deep striking him with termies, no scatter if you DSed within 12' of a skull, you can do your psykic power after reserve come in now(FAQed).

I just don't know how they can fit in TDA at the first place: they are not SM, they don't have their body transformed into SM, but somehow they can wear TDA...wierd.

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