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Company Master Gear


DA_WarM

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How do you guys gear your company masters?  I've fielded one with mace of redemption and artificier armour last week and it killed a brood of 2 carnifex in two turns of close combat.   I rarely field one but the combination was effective.

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Mine I kit with what I'm having him go with. Quite often I've given mine a jump pack as I want the ability to get him into hand to hand quick. I also have run the Monster Hunter and while horrendously expensive it's done fairly well for me. Artificer armor always along with a conversion field as you don't want a hand to hand guy with a PFG (power field generator). A lot of people like dual lightning claws or a Storm Shield but I hate giving up the extra attack. Taking the Monster Hunter lets you know I'm a fluffy type player but if you want more "bang for you're buck" the mace like you've got works well along with a SS. I give mine a Plasma Pistol and while people say it is too expensive (I agree its a bit much) it always works well for me and rarely do I lose a wound.

 

Don't forget to look at the Lion's Roar if you want to put him in a shooty squad. I find adding him to a Command Squad with 4 PG and a Apothecary with the Lions Roar and Power sword give the squad just enough survivability to make them a pain without being too much of a point problem.

 

Hope it helps and if you have more specific situations just ask.

 

DoC

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Mine I kit with what I'm having him go with. Quite often I've given mine a jump pack as I want the ability to get him into hand to hand quick. I also have run the Monster Hunter and while horrendously expensive it's done fairly well for me. Artificer armor always along with a conversion field as you don't want a hand to hand guy with a PFG (power field generator). A lot of people like dual lightning claws or a Storm Shield but I hate giving up the extra attack. Taking the Monster Hunter lets you know I'm a fluffy type player but if you want more "bang for you're buck" the mace like you've got works well along with a SS. I give mine a Plasma Pistol and while people say it is too expensive (I agree its a bit much) it always works well for me and rarely do I lose a wound.

 

Don't forget to look at the Lion's Roar if you want to put him in a shooty squad. I find adding him to a Command Squad with 4 PG and a Apothecary with the Lions Roar and Power sword give the squad just enough survivability to make them a pain without being too much of a point problem.

 

Hope it helps and if you have more specific situations just ask.

 

DoC

Thanks for your input.  I will certainly try an all PG command squad.  I like to try stuff and this combination while pretty expensive gets the job done.

 

Lucky they didn't smash attack you.

They did charged me but their hammer of wrath hits were S9 AP-.  Since I had 2+ save, I made them all.  EDIT : Fortunately for me because I would have lost him!

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Smash attacks are all done at double the MC's Strength and are AP2 so he would have been smushed............flat..............like a bug.

 

For the PG Command Squad if you have only one particular target then just drop them in alone. I mean 175pts isn't bad for 4 PG and a Apoth to keep them around. If you really want to get them set you can give them a Chappy which would let them reroll gets hot 1's. Drop them in and watch them erase a Termi or MC and viola they made their points back easy. And no one is going to feel good about charging a FNP 4 PG overwatch. Or give them a libby for Divination on subsequent turns as another nasty combo. Personally they are my go to unit of point and click.

 

Of course supported with one or two other Tac Squads in a pod help but that's play style and all that. Four pods with these guys two Tac Squads and a Dread for support give me a great midfield in your face force that makes my opponents sweat.


Good Luck.

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How do you guys gear your company masters?  I've fielded one with mace of redemption and artificier armour last week and it killed a brood of 2 carnifex in two turns of close combat.   I rarely field one but the combination was effective.

 

I give mine the same equipment but take a porta-wrack as well.  A few points for fear and preferred enemy after a character kill is quite nice.

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Smash attacks are all done at double the MC's Strength and are AP2 so he would have been smushed............flat..............like a bug.

 

For the PG Command Squad if you have only one particular target then just drop them in alone. I mean 175pts isn't bad for 4 PG and a Apoth to keep them around. If you really want to get them set you can give them a Chappy which would let them reroll gets hot 1's. Drop them in and watch them erase a Termi or MC and viola they made their points back easy. And no one is going to feel good about charging a FNP 4 PG overwatch. Or give them a libby for Divination on subsequent turns as another nasty combo. Personally they are my go to unit of point and click.

 

Of course supported with one or two other Tac Squads in a pod help but that's play style and all that. Four pods with these guys two Tac Squads and a Dread for support give me a great midfield in your face force that makes my opponents sweat.

 

Good Luck.

We checked the rules and smash attack as no AP.  It says attack at I10 at model S.   That's why I survived. I like the idea of podding a 4 PG command squad with apothecary.  I should try that some time.

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I field my company masters with artificer armour and most frequently the monster slayer of caliban with a storm bolter. If the points are there I will add melta bombs, auspex, porta-rack and digital weapons (in that order) and I'm forever tempted by the relic of the unforgiven option but most of the time it's just a flashy sword and storm bolter with the improved armour save.

 

He's done well for me. Because I don't spend to much on him I'm rarely relying on his table presence too much and there have been more than enough games where he has just done something really impressive. It's always great to see him wade into combat with Nids and slice a carnifex in twain or half a unit of warriors before they get to strike.

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We checked the rules and smash attack as no AP.  It says attack at I10 at model S.   That's why I survived. I like the idea of podding a 4 PG command squad with apothecary.  I should try that some time.

 

Good Luck.

Check the Smash rule again - all close combat attacks made by model with Smash rule (and MCs have it by default) have AP2 (with an exception of Hammer of Wrath and attacks already having AP1). It's the very beginning of the rule :) and in addition to special smash attack.

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Artificer armor always along with a conversion field as you don't want a hand to hand guy with a PFG (power field generator). A lot of people like dual lightning claws or a Storm Shield but I hate giving up the extra attack. Taking the Monster Hunter lets you know I'm a fluffy type player but if you want more "bang for you're buck" the mace like you've got works well along with a SS. I give mine a Plasma Pistol and while people say it is too expensive (I agree its a bit much) it always works well for me and rarely do I lose a wound.

DoC

Company Masters already have an Iron Halo, so you don't need to give him a conversion field msn-wink.gif

Just converted a Master with the Monster Slayer, so glad to hear it's been working for you. I gave mine a power axe rather than a plasma pistol though, just in case he runs into any 2+ saves.

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For a beatstick in H2H i like the jumppack, artificer, displacer field, powerfist, lightning claw CM. Small footprint, speed to get to fighting, survivabilty once there and the ability to dish out AP2 at  Init1 or AP3 at Init 5, but gains the extra attack for two specialist weapons = 6 Attack on the charge. no ranged weapons but can operate as a lone wolf if need be, comes to 190. hes no iron hands bike master but he can pull his own weight. If your feeling lucky you might pull the artificer armor and displacer field for the shroud of hero's, which would give you 2+ in ruins and 3+/4++/5+ in hand to hand.

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For a beatstick in H2H i like the jumppack, artificer, displacer field, powerfist, lightning claw CM. Small footprint, speed to get to fighting, survivabilty once there and the ability to dish out AP2 at Init1 or AP3 at Init 5, but gains the extra attack for two specialist weapons = 6 Attack on the charge. no ranged weapons but can operate as a lone wolf if need be, comes to 190. hes no iron hands bike master but he can pull his own weight. If your feeling lucky you might pull the artificer armor and displacer field for the shroud of hero's, which would give you 2+ in ruins and 3+/4++/5+ in hand to hand.

I like that setup as well smile.png:

med_gallery_917_8807_557917.jpg

Great minds obviously think alike! msn-wink.gif

Edit: Don't forget that even without a gun, he can still throw a grenade in the shooting phase (it's surprising just how nimble those massive, energy wreathed power fist fingers actually are! tongue.png)

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My company master with artificer armour and most frequently the monster slayer of caliban/count as Mace of"killing-Chaos" with a storm bolter/combi-melta and digital weapons.

 

And, just because i love the mini : i add a Tempest Shield...to the Iron halo :-)

 

http://i56.servimg.com/u/f56/13/17/29/53/dsc00129.jpg

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i gave mine artificer armour, storm shield, thunder hammer, digital weapons and a relic. hes quiet durable and, most importantly, looks really impressive.

 

thats why i gave him that load out. not so interested in his performance, more interested in the fact he looks good.

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