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Jump Pack Captain


MagicMan

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So im putting together a jump pack captain to go along with a varied loadout Vanguard squad (some AP2 + AP3), and i'm stuck on what to give the captain. 

 

For me its really a toss up between Thunder Hammer and Relic Blade. The TH is slow, but it'll destroy everything it touches. The RB is quicker, but lacks some of the destructive power, but its cheaper.

 

I'm also unsure on the pistol. I'd usually go with a BP, and save points. But having some ranged AP2 could be good.. And i like that the Grav Pistol is concussive.

 

 

 

 

 

The Burning Blade looks cool, but its pretty expensive for a Captain. The Teeth Of Terra looks cool, but does it really come in that useful? With my Vanguard and Captain hunting Heavy Inf/Monstrous C's i can't imagine being outnumbered that often.

 

 

Any experience/opinions?

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Artificer armor, thunder hammer, and shield eternal. You want him tanking wounds and taking challenges while the rest of the unit goes to work on whatever else they're assaulting. I don't think I would run a captain any other way (except with a fist instead of a thunder hammer) - EW is just that good on a T4 model. If you have extra points, upgrade him to the chapter master and watch countless foes fall in his wake.

 

Unfortunately, SS + TH means he doesn't even get a ranged weapon, if I'm reading my codex correctly.

i run mine w/  art armour, teeth of terra and a powerfist, and he runs either with a 5man assault squad, i usually take him for troop extermination , the assault squad being a cheap throw away bodyguard... however in the same list i have shrike leading a vanguard squad, and my chapter master on a bike with EW shield and thammer w/ grav bikers and a squad of drop pod sternies for a distraction while the rest of my force moves up...

Granted my captain doesn't have a jump pack, but man oh man do the Teeth of Terra do work. He single-handedly ate a whole Tactical Squad in my last game. I run him with Artificer Armor, Storm Shield, the Teeth, Digital Weapons, and Melta Bombs. I run him with one of my tactical squads to act as a deterrent against enemy assaults and I deliberately hunt out and annihilate my opponents troops with him. I like to capitalize on his higher initiative and it really shines against enemy grunts who always hit slower (except Eldar of course) so he reliably kills about 3 before they can even hit back. It's even more fun when he's outnumbered as the Teeth grant Rampage and give him d3 extra attacks whenever he's outnumbered in assault.

Granted my captain doesn't have a jump pack, but man oh man do the Teeth of Terra do work. He single-handedly ate a whole Tactical Squad in my last game. I run him with Artificer Armor, Storm Shield, the Teeth, Digital Weapons, and Melta Bombs. I run him with one of my tactical squads to act as a deterrent against enemy assaults and I deliberately hunt out and annihilate my opponents troops with him. I like to capitalize on his higher initiative and it really shines against enemy grunts who always hit slower (except Eldar of course) so he reliably kills about 3 before they can even hit back. It's even more fun when he's outnumbered as the Teeth grant Rampage and give him d3 extra attacks whenever he's outnumbered in assault.

 

How often do you find the ToT's special rules kicking in? 

Put another way, would you feel weaker with the cheaper Relic Blade?

 

Granted my captain doesn't have a jump pack, but man oh man do the Teeth of Terra do work. He single-handedly ate a whole Tactical Squad in my last game. I run him with Artificer Armor, Storm Shield, the Teeth, Digital Weapons, and Melta Bombs. I run him with one of my tactical squads to act as a deterrent against enemy assaults and I deliberately hunt out and annihilate my opponents troops with him. I like to capitalize on his higher initiative and it really shines against enemy grunts who always hit slower (except Eldar of course) so he reliably kills about 3 before they can even hit back. It's even more fun when he's outnumbered as the Teeth grant Rampage and give him d3 extra attacks whenever he's outnumbered in assault.

 

How often do you find the ToT's special rules kicking in? 

Put another way, would you feel weaker with the cheaper Relic Blade?

You know honestly I think the Relic Blade may be a better choice for how I plan on running my captain, but when he was with a 5-man command squad the rampage rule was coming in every turn and he was murdering 4 marines each time which was pretty nice. I think I may run a relic blade now though as I'm taking him with a 9-man tactical squad. 

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