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the burning blade C:SM


tomsev

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still wondering how to represent the teeth of terra relic... any ideas anyone?

 

When I do my Captain with the Teeth, I will be using Gabriel Seth's chainsword. My alternatives are the two-handed chainsword from Forge World's Mk II and Mk III weapon sets.

I second the Forge World heavy chainsword. It even comes with the arms included so no fiddling around or converting necessary. My only complaints are that the pose must always be blade straight up or getting ready to chop down with sword held over/behind the head. I'd like some one-handed poses too like the Grey Knights have for their two-handed swords and polearms and without the blade sticking out so much making foam storage a bit trickier.

If I remember right, it's fairly vaguely described as a large chain weapon (I'm at work, so no codex to hand)? Gabriel Seth has a nice weapon, but if it's not specified as something like as sword then you could something like attach a chain implement to the end of a staff, something like a chain halberd? That would certainly fit the rampaging theme as well as look cool.

thats what i was thinking of using the forgeworld two handed chainsword... but as stated above i want one that can be use with only one hand... i like the chain halbeard idea and im now thinking of a chain tridentish weapon not quite sure how ...

and i now have another problem, i now have 2 chapter masters on foot and no squad to put them in what is the best squad for chapter master escort? is it honour guard??

my master on a bike rides with allied black knights, and it is brutal when it reaches enemy ranks... want something kind of similiar for the foot versions, but that involves investing in a big expensive transport either land raider or storm raven both are 200pts+, are there any other options im not seeing??

You could put the CM and some honour guard in a drop pod. That'd get them there fast, but they'd still have to take a turn of shooting before doing anything.

 

The only other option is running up the board (not really an option, well it can be i guess) or using a Land Raider/Storm Raven.

 

If only Command Squads/Honour Guard could get jump packs...

The problem with swords and foam packing is that swords tend to almost always extend out from the body...otherwise their in a pose which isn't quite as cool.

 

Coming back on topic, a Captain with Arti armour, Shield eternal and burning blade drop podded in with a command squad is pretty badass. Have him take all the shots, any failed saves can still be negated by FNP. Tried it once albeit it was with a chapter master who had a jump pack (illegal btw).

The problem with swords and foam packing is that swords tend to almost always extend out from the body...otherwise their in a pose which isn't quite as cool.

 

Coming back on topic, a Captain with Arti armour, Shield eternal and burning blade drop podded in with a command squad is pretty badass. Have him take all the shots, any failed saves can still be negated by FNP. Tried it once albeit it was with a chapter master who had a jump pack (illegal btw).

which bit was illegal?

 

The problem with swords and foam packing is that swords tend to almost always extend out from the body...otherwise their in a pose which isn't quite as cool.

 

Coming back on topic, a Captain with Arti armour, Shield eternal and burning blade drop podded in with a command squad is pretty badass. Have him take all the shots, any failed saves can still be negated by FNP. Tried it once albeit it was with a chapter master who had a jump pack (illegal btw).

which bit was illegal?

 

Probably the part where a Jump Infantry model was in a Drop Pod. Unless I'm reading it wrong.

One question about the shield eternal and storm shield builds.

I didn't see anyone mention the hidden cost of the artificer armor which is another xx pts. If you don't take this an opponent worth his salt just drowns you in hits via units like tacs, fire warriors, guardians, venoms, etc cause while its 3++ its still just a 3+ to low end mass fire power. We all knows what happens when we are forced to attempt alot of those saves.

So we know we have to take that arti armor upgrade to shrug off the high volume light stuff. So your actually talking 80-100pts on top of the cost of the HQ. Now we are looking at an hq that's 170-230 pts. Even with those upgrades if something that valuable is in the open and alone its toast. So now we are looking at a transport and a unit so anywhere from 200-400 more points on top.

So our bill is now 370-630pts. I honestly don't think the ability to tank a greater deamon or a riptide is worth that. I can field a storm raven and a squad of grav cannon cents for 450ish and they can do that and a lot more.

What use is an HQ that costs that much and still needs supported and transported? At what point is "survivability" costing your armor opportunities to win?

Spot on disruptor, can't have a JP in a drop pod.

 

Kinda sucks, but thems the breaks.

 

Azash, what would you recommend instead? The way I see it, you need a HQ and warlord. Sure you can go for the cheap warlord and hide him behind cover until the end of the game, but that in itself is a waste because you essentially have approximately 100 (which are mandatory), which are not in anyway contributing to the fight. Furthermore, he'll end up being a liability because he is a one model unit which gives the opponent at least 1 VP when he dies.

 

Notice how I said "when"? That's because no matter how well covered you think you might have your cheap HQ, a determined opponent will go after him. I know I would and I have. In fact I've gone for HQs even if they are tanked, particularly in games that have come down to the wire and the difference between a win and a draw is a single VP. I've drawn games because my HQ got insta-killed (before I used the shield eternal).

 

And what's the point of having a super cheap HQ anyway? As I said before, you HAVE to spend some points on a HQ, so why not have it contribute in a meaningful way? In fact, our HQ choices are the only real CC choice we have and sometimes CC is what it takes for our jack-of-all-trades army to win. I've had games which hinged on the rest of my forces being able to engage the chosen targets without being hindered by enemy flankers. Likewise, there was one game in particular where my tricked out CM was holding up an entire flank while the rest of my army mopped up the other side.

 

I see your point though, sometimes points can be better spent elsewhere, but at the same time if you have to make an investment, why not make it a good one?

Yeah, I've similar experiences with my CM, Sy.  TDA, Shield Eternal, hammer, and digital weapons riding in an LRR with Honor Guard, and at times, that unit -- while a whole giant dollop of points -- has been the only thing that's won or drawn a game.  The Master in particular is an absolute brick wall that hits like a Mack truck (he's claimed three Wraithknights, Typhus with EW, and two Riptides by himself), and he's so tough that I have no problems splitting him off to go do his own thing while the Honor Guard start chopping up enemies on the other side of the board.  The disruption caused by having that much melee combat power in the enemy's side of the field is a HUGE benefit, so much so that I'm considering dropping the LRR and sticking them in a pod instead.  Less ablative armor, but Honor Guard are far less expensive now, and they're liable to soak up a ton of dice.

I'm a bit late but to add to the replies to Azash:

 

As others have said, you need a warlord and using a cheapo librarian to save points only makes it more likely to yield a vp (and prevents that librarian from contributing as much since he is now quite a target). The tank CM provides a harder to claim vp and can contribute things that are hard to come by otherwise, like an invul save for honor guards by tanking for them.

 

Coming to the artificer armor point: It is nice to have but far from necessary. Let's assume the CM is in a cc squad that fits him. That pretty much means honor guards or assault centurions; assault terminators don't need him for tanking as you can buy a few hammernators more for his cost.

 

Most of what the CM will fight in challenges will be ap2. Anything ap3, your honor guard champion or assault centurion sergeant will handle. Most of the stuff you detach the CM to engage will be MCs or other nasties that also are ap2. No point in buying artificer armor for that.

 

What's left? Torrent of weaker fire. There's a "free" 2+ save for that, LoS!. Sure, it will cost you a wound on your escort one in 6 times when they fail their 2+, but I'd rather have my HG lose a dude to bolters. That way, the CM has a 2+ followed by his 3+ not to take small arms and he will last longer, having enough wounds to safely tank the plasma that will follow and would destroy the honor guard. The other way around (CM tanking small arms with his 2+ and heavy with his 3++), he will die faster and then the ap2 stuff will maul your honor guard pretty bad.

Azash, what would you recommend instead?

I think it comes down to philosophy. I prefer cheaper force multiplying HQ's as opposed to point sinkers which function almost independently of the force.

 

One example you made illustrated this to me in particular. You stated your tricked out HQ single handedly held an entire flank. My immeadiet thought was because your HQ was so expensive how many units were still at home on your shelf that could have been holding that flank?

 

Like I said I think its more philosophical than anything. I will run a librarian or an inquisitor, or tigarius and hold him back in a transport. Never had a problem keeping him alive cause on average I have 250ish more pts worth of army sitting there with him.

 

Also in a game with D weapons I'm not really sure running some 270p pt juggernaut is really all that survivable. Especially since all the survivability borrow your paying for can be ignored.

I reckon it's best to think of it as skinning a xeno. There is more than one way to skin a xeno, depending on what type of knife you have and what your preferred method is. Of course, the best of all is to have more than one knife so you can decide what is the best way depending on the circumstances.

 

Choice is always better :) Except for the xeno. He doesn't get to choose anything in this analogy.

Well, my CM costs only 245 points and it's my only HQ choice, I doubt you'd have more than 130+ points to spare. And even then, is there something you could buy for 130 points which can do what my CM does?

 

But, I completely agree that your army's loadout and style is the biggest factor to consider when choosing a HQ. Sure, I suppose I could use the points elsewhere, but I like lower model count armies (though at 1850, my force stands at 53 models, iirc). Also, the CM fills a particular. Void in my army's capabilities: Mobile CC unit/MC hunter.

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