Ushtarador Posted December 24, 2017 Share Posted December 24, 2017 Hey guys! I came to the shocking realization that I so far never built a captain with a thunder hammer! Now while this problem has to be rectified immediately, I wanted to ask your opinion about the second weapon option besides the hammer. I like to play competitively quite often, so that factors into my choice. An obvious choice is a storm shield, but I don't know useful it actually is nowadays. Another very interesting choice would be a combiweapon (combigrav maybe?) to benefit from artisan of war. Or maybe there's something entirely different I haven't thought about yet. Anyway, give me your ideas! :) Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/ Share on other sites More sharing options...
Xenith Posted December 24, 2017 Share Posted December 24, 2017 Heya! Oh man, there's about 3 different discussions going on about that right now: here here and here Thoughts seem to be combi melta/chainsword, thunder hammer with artisan of war. If your opponent prioritises him, then add the storm shield. For: MC Hammer Captain Thunder hammer with (Artisan of war) Angels Wing Combi melta, chainsword or storm shield. Another alternative that might be fun is Captain Hammer of Baal Combi plasma with artisan of war jump pack Overcharging the plasma for 3 damage can be fun, but you lose the model 1/18 times if you rapid fire. Other things that might be fun are an artisan stormbolter or combi grav. Aothaine 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4967164 Share on other sites More sharing options...
Thoridon Posted December 24, 2017 Share Posted December 24, 2017 I use a jump pack Captain with Thunder Hammer and Combi-Melta. He deep strikes with assault Marines running Meltaguns to give the hit rerolls and add a melts shot himself. If the target lives after the melta wave he can try to finish it off on the charge, or be able to charge something else the following turn. Not the cheapest but he's been effective. I'm planning to add an extra assault squad with plasma to increase the benefit of his reroll 1s aura. My other Thunder Hammer captain is the Karlaen model with terminator armour and storm bolter. He tends to kill less due to the slower movement after deep strike but he can be a pain for enemies to kill and tie things up for a while. Indefragable 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4967389 Share on other sites More sharing options...
Diagramdude Posted December 25, 2017 Share Posted December 25, 2017 I don't see this mentioned often but the Master crafted bolter comes stock and is extremely respectable for 3 points... It's not a wargear option, only the captain and lieutenant have access to it. Rapid fire 1, S4 AP-1 D2 for 3 points?! Yes please. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4967432 Share on other sites More sharing options...
evildrcheese Posted December 25, 2017 Share Posted December 25, 2017 I second the Master Crafted Bolter with Thunder Hammer. The 2 damage is pretty tasty for a basic weapon and gives him a decent ability to reach out and hurt things if he's chilling with Devs/Hellblasters. EDC Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4967516 Share on other sites More sharing options...
Fobzter Posted December 25, 2017 Share Posted December 25, 2017 I just build mine with jump pack, thunder hammmer and inferno pistol. It's painted in death company colours and will take the death visions of the sanguinius. So game role is hq/monster hunter. Max aggressive.. Damon Nightman 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4967606 Share on other sites More sharing options...
Paladin777 Posted December 27, 2017 Share Posted December 27, 2017 (edited) A little something I just noticed in the codex about captains: they have bolt pistols stock and they have no option that replaces them. So if you wanted to take a plasma or inferno pistol you would be able to fire that and the bolt pistol every shooting phase. Less range than the MC Bolter, but If you have a jump pack (or course you do, this is blood angels!) that shouldn’t be an issue. Edited December 27, 2017 by Paladin777 Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4968610 Share on other sites More sharing options...
Diagramdude Posted December 28, 2017 Share Posted December 28, 2017 Paladin, great point! An extra S4 shot I think many people are missing Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4969346 Share on other sites More sharing options...
Karhedron Posted December 28, 2017 Share Posted December 28, 2017 I second the Master Crafted Bolter with Thunder Hammer. The 2 damage is pretty tasty for a basic weapon and gives him a decent ability to reach out and hurt things if he's chilling with Devs/Hellblasters. Add Artisan of War for a 3 Damage bolter! Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4969355 Share on other sites More sharing options...
Panzer Posted December 28, 2017 Share Posted December 28, 2017 I second the Master Crafted Bolter with Thunder Hammer. The 2 damage is pretty tasty for a basic weapon and gives him a decent ability to reach out and hurt things if he's chilling with Devs/Hellblasters. Add Artisan of War for a 3 Damage bolter! What a waste lol. What kind of models do you want to shoot that are scared of a S4 shot and have three or more wounds? :D Better take it on the Thunder Hammer as always. ;) Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4969361 Share on other sites More sharing options...
NTaW Posted December 28, 2017 Share Posted December 28, 2017 You can't fire pistols and other weapons at the same time anyway. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4969444 Share on other sites More sharing options...
durdle-durdle Posted January 5, 2018 Share Posted January 5, 2018 Every time i build a captain i start to give him a storm shield, then feel bad i'm not using his amazing ballistic skill and end up using a combi melta/plasma instead. seems a huge waste to have a model with a 4+ invul increase his invul by 17% at the cost of not using his 2+ rerolling 1's ballistic skill at all. I keep playing with the idea of having a captain like this: thunder hammer storm shield gift of foresight (death visions of sanguinius) angel's wing for a tight 3+/3++/5+++ (rerolling 1's) and an extra attack on the charge I keep ending up fielding a captain like this because of it.: thunder hammer combi plasma artisan of war angel's wing Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4974441 Share on other sites More sharing options...
sebs_evo7 Posted January 5, 2018 Share Posted January 5, 2018 I’m tossing up between combi melta or the pistol for a dc smash captain As he will be charging vehicles/monsters do I go the combi for the more likely chance of getting the extra d6/pick the highest before the charge or the pistol in case he is still locked in combat. Obviously shooting the pistol in my phase is pretty situational but I have done it a few times and vaping a character or monster is pretty useful I think plasma is right out because you are never going to overcharge it Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4974651 Share on other sites More sharing options...
Karhedron Posted January 5, 2018 Share Posted January 5, 2018 I would probably go for the combi-melta unless you are short on points. If you Deep Strike Captain Smashypants he would be out of pistol range. On the other hand, if you are planning to jump him up the field behind screening units then you could probably manage with just a pistol to save points. sebs_evo7 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4974692 Share on other sites More sharing options...
Paladin777 Posted January 5, 2018 Share Posted January 5, 2018 (edited) The range after deepstrike is why I chose to go with the plasma pistol. I know once youmake it to combat the infernus pistol is better, but you only have so many chances to take the shot so every missed chance is felt. Feel free to disagree, but I think the to-hit reroll makes overcharging worth it. Edited January 5, 2018 by Paladin777 sebs_evo7 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4974763 Share on other sites More sharing options...
sebs_evo7 Posted January 5, 2018 Share Posted January 5, 2018 I know what you are saying but loosing a sgt from overcharging is inconsequential, loosing a 5 wound model with all that war gear and relics can be game changing Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4974939 Share on other sites More sharing options...
Paladin777 Posted January 5, 2018 Share Posted January 5, 2018 I agree, I’m just willing to accept the odds when the reroll is factored in. Some people have different levels of acceptable risk, and that’s fine. sebs_evo7 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4974943 Share on other sites More sharing options...
NTaW Posted January 5, 2018 Share Posted January 5, 2018 I played two games a/b-ing the combi-melta and storm shield yesterday before committing it to plastic and my vote goes to the combi-melta. The combats he ended up in he invariably died to multi damage weapons and weight of dice, him doing as much damage before he goes out is how I plan to employ him once he has occasion to jump away from buffing my fire base. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4974974 Share on other sites More sharing options...
lfhoule Posted January 6, 2018 Share Posted January 6, 2018 People have brought up the "stock" bolt pistol a couple of times above, and that brings to mind the age old question of having to model stock equipment on a miniature, i.e. a chainsword. Asking because I just recently completed an officer / sgt. that was built in 7th Ed. (slow painter with other projects...) as a gun-slinger with both plasma and bolt pistols in hand, but no melee weapon of any kind visible. Would he presume to still have the chainsword as stock, or would I have to find a chainsword bit to slap on him? Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4975466 Share on other sites More sharing options...
Panzer Posted January 6, 2018 Share Posted January 6, 2018 People have brought up the "stock" bolt pistol a couple of times above, and that brings to mind the age old question of having to model stock equipment on a miniature, i.e. a chainsword. Asking because I just recently completed an officer / sgt. that was built in 7th Ed. (slow painter with other projects...) as a gun-slinger with both plasma and bolt pistols in hand, but no melee weapon of any kind visible. Would he presume to still have the chainsword as stock, or would I have to find a chainsword bit to slap on him? You don't HAVE to give your model every weapon they are equipped with. It's just nice for you to do so. Exceptions may be some tournaments where WYSIWYG is a rule tho. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4975473 Share on other sites More sharing options...
brother_b Posted January 6, 2018 Share Posted January 6, 2018 I made a foot captain. He has a power sword and combi plasma. I have had him perform well over several games. My DC captain will have the thunderhammer and storm shield. I've chosen for the shield because I want the 3++ invuln. I want him to survive more than one fight, as I know he'll take lots of damage. I''ll probably take the hammer of baal and the wound reroll warlord trait. That's pretty tough. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4975615 Share on other sites More sharing options...
NTaW Posted January 6, 2018 Share Posted January 6, 2018 What's this about a wound reroll warlord trait, that from the BRB and I've just forgotten it? As for a Trait I'll be hard pressed to take anything other than Artisan of War. I straight got 20 wounds in one phase with him (DC strat engaged for +1A on the charge). Hitting on 3s rerolling 1s is accurate enough for me and Angel's Wing is far better at getting him into combat while also negating Overwatch (very handy). Really feels like this dude either survives by virtue of killing whatever he touches or dies to big-badness and gets the 2CP attack after death stratagem treatment (also very handy). Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4975931 Share on other sites More sharing options...
Panzer Posted January 6, 2018 Share Posted January 6, 2018 There's no wound re-roll trait lol. The BRB only has +1A on the charge, +1LD and 6+++. NTaW 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4975951 Share on other sites More sharing options...
Kallas Posted January 6, 2018 Share Posted January 6, 2018 Probably meaning Gift of Foresight? 6+ FNP rr1s? Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4976039 Share on other sites More sharing options...
Panzer Posted January 6, 2018 Share Posted January 6, 2018 Could be but weirdly worded then. But yeah that's definitely a nice trait if you seek for more survivability on a DC Captain. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/#findComment-4976044 Share on other sites More sharing options...
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