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"Better" is hard to define. The Chapter Master has a better personal melee threat and his aura extends to shooting as well as melee. However, to get the Chapter Master you have to spend 3 CP, and he is also likely to be more points-intensive as you will want to give him good weaponry to make the most of his statline. The Chaplain (especially a Primaris one) is limited in terms of options and so quite cheap, but he won't be helping your ranged units. He uses up an extra HQ slot (assuming you still want a Captain to boost ranged units) which can be either a blessing or a curse depending on whether you need to open up larger FOC such as the Brigade or to gain access to additional Elites/Heavy Support/Fast Attack via the specialised FOCs.

 

Both are solid picks, which you want to take will purely be down to how you are constructing your army and whether you want to prioritise points or CP when selecting your HQs.

The question is: what are you doing? If you are going in and making use of those super-human arms then a chaplain will give you a much more solid re-roll machine along with be less intensive on points (both in terms of CP and P). However if you want to make your guns hit more often then taking the chapter master with a decent gun is not to be laughed at however i do feel chapter masters are a question of 'potential vs. reality'. Not only do you need to sink points into the captain to give him good gear but to then upgrade to chapter master requires 3 CP which is massive and you walk away with what? now you re-roll 2s (your only other fail roll). To be honest, just stick with a standard captain if you need a gun line commander (as to be honest, I always feel ranged options for HQs always suck. Wish they could take any weapon marines can take bar heavy weapons)

I'm not happy with paying 3 CPs for Chapter Master. Admittedly I can take Calgar for a meagre 200pts but even so I value the CPs quite highly. I feel a Captain is sufficient in most games.

 

Close combat is a bit more down and desperate so full rerolls is important. Since assault units are generally in a transport or dropping in by teleport or jump packs, I don't rate the Primaris Chaplain. A Captain can accompany units of Intercessors and Reivers operate separate from the army, so I just don't rate a Primaris Chaplain.

 

Okay you got the Repulsor but it's not often used as an assault transport considering how Primaris Marines are used.

 

My advice is not bother with the Primaris Chaplain. For shooting a Captain is pretty sufficient. A Chaplain can be cheap enough to join a Rhino transported unit, but the Primaris version can't.

 

Special mention to Jump Packs which makes Chaplains very useful.

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