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What do people like to load their Watch Captains with?

 

I was going to build a Captain with a Jump Pack, Thunder Hammer and a Combimelta. Start him in orbit, drop down to problem areas and go to town. However this might be a bit expensive at 137 points and not guarenteed to be as hard hitting as I'd like.

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I kitted mine out with a combi-plasma and lightning claw. I could probably ditch the claw since I don't get him in melee too much, mine's more of a front line fire support character. I drop him and a squad of dudes out of a razorback or blackstar.

 

Could be some synergy with a squad of combi-plasmas or hell blasters. And since we currently can't use SIA with Captains, you may as well throw on some sort of special weapon.

Keep them cheap, you want them as filler for that 3 HQ req and once you start approaching the 130 points mark, consider getting watch masters instead. Equip him with a power weapon and if you want a combi-weapon like plasma or melta and that ought to do it.

Captains, Chaplains and Librarians currently do not have SIA, but expect that to be fixed come Codex.

 

I run my captain with jump pack, TH, and switch between combi-plasma and MC bolter. I like how mobile he is and just like jump packs (too bad VVs generally aren't that great).

I'm a fan of taking the Primaris one with a Stalker behind a DWatch Stalker unit. My sarge has a lightning claw, and the squad has a cyclone termie in it. It's a nice little backfield objective holder, and having the captain (with a power sword), sarge and termie around discourages typical harassers.

Could be some synergy with a squad of combi-plasmas or hell blasters. And since we currently can't use SIA with Captains, you may as well throw on some sort of special weapon.

 

Actually I think MC bolters is very nice gun, especially for cost. Add in phase blade, j-pack if he is going to deep strike, and you're done.

 

I'm a fan of taking the Primaris one with a Stalker behind a DWatch Stalker unit. My sarge has a lightning claw, and the squad has a cyclone termie in it. It's a nice little backfield objective holder, and having the captain (with a power sword), sarge and termie around discourages typical harassers.

 

Sadly Primaris lieutenant is far better in that role, and with better gun, too...

Rerolling ones to hit or rerolling ones to wound have the same exact effect on the outcome of the roll, for what it's worth. Outside of things like plasma overcharge, obviously.

 

Though I'm pretty sure that the Deathwatch don't get lieutenants.

 

Could be some synergy with a squad of combi-plasmas or hell blasters. And since we currently can't use SIA with Captains, you may as well throw on some sort of special weapon.

 

Actually I think MC bolters is very nice gun, especially for cost. Add in phase blade, j-pack if he is going to deep strike, and you're done.

 

 

Very true for the MC. As long as no one is taking a standard bolter or pistol since there's no SIA benefit. He's decent to run solo if you're just mopping up some basic infantry, or use his jump pack movement to position between kill teams for the aura as needed. Much better then trying to position a chaplain TBH (and they don't get jump packs).

Rerolling ones to hit or rerolling ones to wound have the same exact effect on the outcome of the roll, for what it's worth. Outside of things like plasma overcharge, obviously.

 

See, this is why I think reroll to wound aura is better for DW than to hit. You hit on 3+, so rerolling here helps only a bit. Against most dangerous threats, though, Vengeance rounds wound on 4+ (or 5+) making re-roll much more helpful. The 2+ to wound ammo goes only so far, dropping dramatically in effectiveness vs good saves and a lot of stuff is outright immune to it...

I meant that rerolling 1's to wound is equivalent to 1's to hit outside of Plasma, so there's nothing to be gained by going with a lieutenant instead of a captain.

 

H = to hit, W = to wound

 

rerolling hits: (H+(1/6*H))*W = 7/6*HW

rerolling wounds: H*(W+(1/6*W)) = 7/6*HW

 

Same exact formula. 

  • 3 weeks later...

Hey, guys - some really interesting ideas here.

 

I'm thinking of kitting out my Watch Captain exclusively for cc and runs alongside a medium-size choppy Kill Team. Both get dropped off in the middle of enemy lines via a Blackstar.

 

Crazy attack output and nice re-roll buffs for the unit (mixture of chainswords and power swords, with a HTH, Black Shield with power sword and storm shield [waiting for Codex to drop this price to 5pts], and a twin lightning claw Termie)

 

Looking at the C:SM and Warlords being able to give out a relic free of charge, I'm going to give my WC a chainsword and a Teeth of Terra chainsword (+1S -2AP 2 damage d3 attacks). Quick question: 3 of his attacks will be made using the ToT, so does that mean D3 bonus attacks once or D3 for each of the 3 attacks with the ToT? Is it 3 + D3 or 3 + (3D3)? 

 

Thanks.

Hey, guys - some really interesting ideas here.

 

I'm thinking of kitting out my Watch Captain exclusively for cc and runs alongside a medium-size choppy Kill Team. Both get dropped off in the middle of enemy lines via a Blackstar.

 

Crazy attack output and nice re-roll buffs for the unit (mixture of chainswords and power swords, with a HTH, Black Shield with power sword and storm shield [waiting for Codex to drop this price to 5pts], and a twin lightning claw Termie)

 

Looking at the C:SM and Warlords being able to give out a relic free of charge, I'm going to give my WC a chainsword and a Teeth of Terra chainsword (+1S -2AP 2 damage d3 attacks). Quick question: 3 of his attacks will be made using the ToT, so does that mean D3 bonus attacks once or D3 for each of the 3 attacks with the ToT? Is it 3 + D3 or 3 + (3D3)? 

 

Thanks.

Hate to say this but Deathwatch watch captains can't use any space marine relics as he is a Deathwatch warlord not a Space marine warlord as the term Space Marine in the relic section only covers the chapters in the codex plus your own custom chapter and as such Deathwatch, Blood Angels, Dark Angels and Space Wolves can't use the Space Marine relics unless a faq says otherwise.

 

Hey, guys - some really interesting ideas here.

 

I'm thinking of kitting out my Watch Captain exclusively for cc and runs alongside a medium-size choppy Kill Team. Both get dropped off in the middle of enemy lines via a Blackstar.

 

Crazy attack output and nice re-roll buffs for the unit (mixture of chainswords and power swords, with a HTH, Black Shield with power sword and storm shield [waiting for Codex to drop this price to 5pts], and a twin lightning claw Termie)

 

Looking at the C:SM and Warlords being able to give out a relic free of charge, I'm going to give my WC a chainsword and a Teeth of Terra chainsword (+1S -2AP 2 damage d3 attacks). Quick question: 3 of his attacks will be made using the ToT, so does that mean D3 bonus attacks once or D3 for each of the 3 attacks with the ToT? Is it 3 + D3 or 3 + (3D3)? 

 

Thanks.

Hate to say this but Deathwatch watch captains can't use any space marine relics as he is a Deathwatch warlord not a Space marine warlord as the term Space Marine in the relic section only covers the chapters in the codex plus your own custom chapter and as such Deathwatch, Blood Angels, Dark Angels and Space Wolves can't use the Space Marine relics unless a faq says otherwise.

 

 

Ah, nightmare - ok, thanks for the info. 

 

Incidentally, do you know the answer to my bonus attack question? Or if he had two chainswords - would that just be base attacks + 2 bonus? 

Here is the Rulebook faq on it

 

Q: If a model is equipped with two chainswords, do they get to make 2 extra close combat attacks?

A: Yes (though both must be made with a chainsword).

 

Also all weapons that give extra attacks are worded the same in that they one apply to themselves.

Edited by Stargate_wars

Here is the Rulebook faq on it

 

Q: If a model is equipped with two chainswords, do they get to make 2 extra close combat attacks?

A: Yes (though both must be made with a chainsword).

 

Also all weapons that give extra attacks are worded the same in that they one apply to themselves.

 

Thanks :) 

So I was writing up when I would take a captain over a watch master then I realized that Captains in Term armour have very limited options and captains with jump packs suffer from the same problems that normal jump pack units suffer. They are just not resilient enough to stand alone right now. We don't have access to librarians with jump packs or chaplains with jump packs either. Until the dex comes out I can't justify taking a normal captain over a watch master. 

 

Though taking some Primaris units does sound appealing. Currently the only apothecary Deathwatch have access to is the Primaris Apothecary. Interesting indeed.

Edited by Aothaine

After seeing how much GW has restricted wargear for AdMech and IG, I'm pretty concerned that DW will remain strangely shoehorned in terms of wargear even when the codex lands :sad.:

I've literally, this afternoon, started writing up 'proxy-count as' Deathwatch Rules. I'm using the Codex: Space Marines as the base, with only a few spare bits drawn from elsewhere (e.g. Guardian Spear from Index 2). Does mean I'm annoyingly limited in some ways (Xenophase Blade as Relic Blade, Frag Cannon as Missile Launcher) but it's got to the point that personally I just want a build-your-own-Deathwatch set of rules. Hopefully a nice starting place.

 

E.g. you pick your Marine (DW Vet), you pick his weapons (flamer, chainsword), and you pick his equipment (power armour, jump pack). Then you pick another (DW Vet, twin bolt pistols, artificer armour). Then you pick another (Librarian, force-hammer, inferno pistol). And another (apothecary, bolter, chainsword, narthecium etc).

 

Then, once you've picked them all, you organise them into squads of 1+, as you please.

 

Done.

 

-----

 

Of course, because the data sheets are supposed to match sellable models, that leaves everything in something of a bind. Worse, it seriously disallows kit bash options.

 

Which means we're going to have to fan-rule it, or wait for some sort of 'yay, kit bashing!' expansion from GW that covers a ton of options you don't get straight out the box.

 

On the upside, I'm hopeful no-one'll introduce too much of an issue with this programme.

I really wish they'd give us combi-gravs. I've lost my Captain more times than I'd like to admit from rolling two 1s on overcharge.

 

Yeah, I'm going to kill that dreadnought with 4 wounds left! Nope, gun blew up in his face and the other shot failed to wound.

I really wish they'd give us combi-gravs. I've lost my Captain more times than I'd like to admit from rolling two 1s on overcharge.

 

Yeah, I'm going to kill that dreadnought with 4 wounds left! Nope, gun blew up in his face and the other shot failed to wound.

 

This is another reason Watch Master is better. His gun does 2 wounds but does not over heat. :/

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