brad617 Posted February 25, 2014 Share Posted February 25, 2014 Just want to know the best space marine HQ not including special characters and is the command squad any good? Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/ Share on other sites More sharing options...
malorn24 Posted February 25, 2014 Share Posted February 25, 2014 there is so much more to that question then just what is the best. Because in this game "best" is relative. you might want to ask yourself a few questions 1 How much points do I want to spend on a HQ 2 What do I want that HQ to do. 3. Do I want access to a command squad or honor guard. 4. What does the rest of my army look like? It makes no sense to use Kantor and not use Sternguard and then have him rush off and attack an MC. So on and so forth. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3603422 Share on other sites More sharing options...
brad617 Posted February 25, 2014 Author Share Posted February 25, 2014 I don't want the HQ to be more than maybe 200 points as I'm going for a 1500 point list and I want my HQ to be used in supporting my units and being a bit of a power house who is melee and can take a few hits, I do like the command squad but I don't know what there used for really and how good they are Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3603433 Share on other sites More sharing options...
Terrified Templar Posted February 25, 2014 Share Posted February 25, 2014 Captain or a chaplain is probably what you want. A libby could also be useful but he's not much use in melee and his powers are randomized (which can be annoying) Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3603439 Share on other sites More sharing options...
brad617 Posted February 25, 2014 Author Share Posted February 25, 2014 Thanks Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3603440 Share on other sites More sharing options...
yodaid764 Posted February 26, 2014 Share Posted February 26, 2014 I am thinking a captain or librarian with The Shield Eternal. If you go with a captain perhaps get the special bolter (Primarch's Wrath IIRC) and have him with a command squad with several plasma guns or grav guns. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3604291 Share on other sites More sharing options...
Kaedes Nex Posted February 27, 2014 Share Posted February 27, 2014 Inquisitor. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3604472 Share on other sites More sharing options...
CrimsonFists333 Posted March 3, 2014 Share Posted March 3, 2014 I always choose my HQ last. He's the spice to the meal and is added to where he is needed. Best part about the HQ spot is its versatile. MOF on his own or plated out Chapter Master in the thick, use an all around army then cater a unit toward your enemy with your HQ. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3607778 Share on other sites More sharing options...
Stickeh Posted March 3, 2014 Share Posted March 3, 2014 If you're using UM chapter tactics then Tigurius is probably the best support HQ in the game, and won't break the bank. Alternatively the already mentioned inquisitor is a good choice, with better warlord traits than the SM codex, but can't use our transports. Would depend on what other units are in your list largely, as Libby/Inq really requires babysitting, as they're a bit squishy. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3607965 Share on other sites More sharing options...
thevoodooman Posted March 3, 2014 Share Posted March 3, 2014 I run 2 librarians in a dark angels list and they're pretty much there for rerolls, but I've lost one to perils in warp in every game! For space marines I've found a captain with a power sword and plasma pistol is flexible enough to cover most things without paying over the odds Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3608380 Share on other sites More sharing options...
Black Cohort Posted March 4, 2014 Share Posted March 4, 2014 personally if I have a captain or chapter master they never go on the field without artificer armour, so many power weapons don't ignore 2+ that it often makes a huge difference. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3608913 Share on other sites More sharing options...
Forza St. Pauli Posted March 4, 2014 Share Posted March 4, 2014 In 40k there is never "Zhe best", but I think a Chapter master with Thunder Hammer, artificer armour and the shield a eternal is a pretty good option. Whac-a-mole's pretty everything in close combat :) Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3609302 Share on other sites More sharing options...
minigun762 Posted March 6, 2014 Share Posted March 6, 2014 When saving points, I'm back and forth on whether to drop the shield or a.armor first. My feelings is that I'm more afraid of things that ignore armor saves then small arms. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3612102 Share on other sites More sharing options...
Iron Father Ferrum Posted March 7, 2014 Share Posted March 7, 2014 When saving points, I'm back and forth on whether to drop the shield or a.armor first. My feelings is that I'm more afraid of things that ignore armor saves then small arms. There's more to it than that, though. The Shield's most important benefit isn't the 3++, it's the Eternal Warrior. Codices these days are providing more and more high-strength weapons than they ever used to, not to mention MCs who all bring Smash to the table for instant access to S10. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3613512 Share on other sites More sharing options...
minigun762 Posted March 7, 2014 Share Posted March 7, 2014 When saving points, I'm back and forth on whether to drop the shield or a.armor first. My feelings is that I'm more afraid of things that ignore armor saves then small arms. There's more to it than that, though. The Shield's most important benefit isn't the 3++, it's the Eternal Warrior. Codices these days are providing more and more high-strength weapons than they ever used to, not to mention MCs who all bring Smash to the table for instant access to S10. It's true but now we are looking at a character who is nearly the same price as a Land Raider. That's just really expensive for something that isn't a Greater Daemon, at least in my eyes. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3613562 Share on other sites More sharing options...
Iron Father Ferrum Posted March 7, 2014 Share Posted March 7, 2014 But he has all the same advantages of a GD if equipped properly, with the sole exception of Flight. e hits hard ith a hammer, and while he remains T4, between his armor and Invuln save, plus EW, he's hard to wound. Play Iron Hands for additional shennanigans and you've got an LR-cost character who can take a Wraithknight in one on one combat. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3613929 Share on other sites More sharing options...
DarthAngel Posted May 4, 2014 Share Posted May 4, 2014 Agreeing with Ferrus, I've tried and succeeded beating the living (and un-living) insides out of a Wraithknight w/ a fully kitted Chapter Master TWICE! Now if you want your "powerhouse" then there he is.. Costs as much as a Land Raider, yeah sure does, but can go toe-to-toe with pretty much any-goddamn-thing in the game! Add a bike or jump pack and this guy will strike fear in the hearts of your enemies before the game even starts! Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3674448 Share on other sites More sharing options...
Axagoras Posted May 4, 2014 Share Posted May 4, 2014 Agreeing with Ferrus, I've tried and succeeded beating the living (and un-living) insides out of a Wraithknight w/ a fully kitted Chapter Master TWICE! Now if you want your "powerhouse" then there he is.. Costs as much as a Land Raider, yeah sure does, but can go toe-to-toe with pretty much any-goddamn-thing in the game! Add a bike or jump pack and this guy will strike fear in the hearts of your enemies before the game even starts! or run 3 of them, but a kitted chapter master is well over what he is looking to spend on one, chaplains arnt good for combat, neither are libbys. tbh a motf with a combi weapon is pretty burly in cc assuming no ap 2 Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3674457 Share on other sites More sharing options...
Armfelt Posted May 4, 2014 Share Posted May 4, 2014 Master of the forge and a servitor, repairing your vindicators, Land Raider etc. + that he carries tons of weapons. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3674643 Share on other sites More sharing options...
Excubitor Posted May 5, 2014 Share Posted May 5, 2014 One HQ I'm looking forward to try fielding; Master of the Forge, Primarch's Wrath, Lightning Claw. 125 points, decent in CC, decent in shooting, and fairly durable. If I'm not wrong then the changes to servo-arms also help, as they're now specialist weapons. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3675142 Share on other sites More sharing options...
Gideon999 Posted May 5, 2014 Share Posted May 5, 2014 On the cheap you might want to look at a captain. I have had some good success using a stock one with nothing but a pair of lightning claws or a relic blade, though without AP2, artificer armour and eternal warrior he isnt terribly deadly. Good for smaller games or for a counter charge unit at your backfield. If you are looking for something that really can stand up and take names, then the chapter master is the only game in town as said above. I have send one with thunder hammer, shield eternal and artificer armour at a squad of 3 raveners (he squashed them all) and then went on to smoke a tervigon before being overwhelmed by gaunts. That is the one and only time he has even died in a game. I would go one step further though and add a bike if you can afford it. 12" move, relentless and T5 make a huge impact on survivability. It is a land raider in points, but it will kill double that back as long as you pick your targets well. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3675683 Share on other sites More sharing options...
Axagoras Posted May 5, 2014 Share Posted May 5, 2014 One HQ I'm looking forward to try fielding; Master of the Forge, Primarch's Wrath, Lightning Claw. 125 points, decent in CC, decent in shooting, and fairly durable. If I'm not wrong then the changes to servo-arms also help, as they're now specialist weapons. who cares about specalist, the harness packs 2 so you get + 1 attack. like a motf will deck any non t5 or EW hq unless there ap 2 at i2+ Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3675775 Share on other sites More sharing options...
MagnusPihl Posted May 8, 2014 Share Posted May 8, 2014 One HQ I'm looking forward to try fielding; Master of the Forge, Primarch's Wrath, Lightning Claw. 125 points, decent in CC, decent in shooting, and fairly durable. If I'm not wrong then the changes to servo-arms also help, as they're now specialist weapons. who cares about specalist, the harness packs 2 so you get + 1 attack. like a motf will deck any non t5 or EW hq unless there ap 2 at i2+ Wait, what? It does? Far as I can tell, it says it packs "an extra Servo-arm", but the MotF doesn't start with one - only the Techmarine does... but the Techmarine replaces his Servo-arm with the Harness... Now I'm confused. Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3679396 Share on other sites More sharing options...
Komrk Posted May 8, 2014 Share Posted May 8, 2014 I think this is what you're looking for. http://1d4chan.org/wiki/Chapter_Master_Smash:cusser Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3679498 Share on other sites More sharing options...
Ulfast Posted May 9, 2014 Share Posted May 9, 2014 Whats your guys thought about using a chaplain in terminator armour as your warlord? What is the best thing to give him? Link to comment https://bolterandchainsword.com/topic/287267-space-marine-hq/#findComment-3680792 Share on other sites More sharing options...
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