brother_b Posted January 6, 2018 Share Posted January 6, 2018 Probably meaning Gift of Foresight? 6+ FNP rr1s? Yeah I forgot what the name was. would be 5+ FNP because DC. Kallas 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4976107 Share on other sites More sharing options...
Spagunk Posted January 6, 2018 Share Posted January 6, 2018 Seems as though the only left handed thunder hammer I own is the one from the Burning of Prospero set. It's pretty long though and I am not sure the old style asthetic works with a Sanguinary Guard body that I will have for my smashy pants. Also, I may end up using SG wings to represent his Wings since my DC Chaplain wings are set aside for my GBBO priest. I'm not spending 33 bucks just of another set of those wings. brother_b 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4976218 Share on other sites More sharing options...
Paladin777 Posted January 6, 2018 Share Posted January 6, 2018 There is a left handed thunder hammer in the assault squad box. I just used it for my smashy-pants. brother_b 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4976222 Share on other sites More sharing options...
brother_b Posted January 6, 2018 Share Posted January 6, 2018 Seems as though the only left handed thunder hammer I own is the one from the Burning of Prospero set. It's pretty long though and I am not sure the old style asthetic works with a Sanguinary Guard body that I will have for my smashy pants. Also, I may end up using SG wings to represent his Wings since my DC Chaplain wings are set aside for my GBBO priest. I'm not spending 33 bucks just of another set of those wings. I used the thunderhammer from the DC sprue. I cut off the little nub on the bottom where it connects to the other arm and have replaced it with the skull off the end of an old chainsword. My question is where are all the BA lightning claws? In fact, where can I get lightning claws in general? I'm considering a non-DC LC captain for funs as well. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4976264 Share on other sites More sharing options...
BloodTzar Posted January 6, 2018 Share Posted January 6, 2018 Well the captain can be such a hit-or-miss. Today I have run SS/TH capt with foresight and the relic JP; I have drawn all the character assassination cards. Therefore he charged enemy IH captain-WLD, 5 attacks, all hit, than all saved (unbelievable lucky) , than my capt got torn to pieces with teeth of tera Sometimes you have those games :) Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4976292 Share on other sites More sharing options...
NTaW Posted January 6, 2018 Share Posted January 6, 2018 Seems as though the only left handed thunder hammer I own is the one from the Burning of Prospero set. It's pretty long though and I am not sure the old style asthetic works with a Sanguinary Guard body that I will have for my smashy pants. Also, I may end up using SG wings to represent his Wings since my DC Chaplain wings are set aside for my GBBO priest. I'm not spending 33 bucks just of another set of those wings. I used the thunderhammer from the DC sprue. I cut off the little nub on the bottom where it connects to the other arm and have replaced it with the skull off the end of an old chainsword. My question is where are all the BA lightning claws? In fact, where can I get lightning claws in general? I'm considering a non-DC LC captain for funs as well. When I play Vanguard Vets I run them all LCs, that kit is also right full of claws. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4976320 Share on other sites More sharing options...
Spagunk Posted January 6, 2018 Share Posted January 6, 2018 Vanvet box has 4 sets (2 claws each). The one finecast special weapon sprue (the one with combi-weapons) has one set. Otherwise most other kits have a single claw but usually they are the same side (right arm I think?). There is a left handed thunder hammer in the assault squad box. I just used it for my smashy-pants. Yeah, I used that for my company ancient I painted back in November unfortunately. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4976356 Share on other sites More sharing options...
Paladin777 Posted January 6, 2018 Share Posted January 6, 2018 (edited) I ended up shaving off the space puppies iconography on a right handed lightning claw for my slashy-pants. It ended up looking really good. I also popped the left spaulder off after getting a death company box because those are SOO much better than what I had. Pics when I finish and figure out how. Edited January 6, 2018 by Paladin777 Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4976383 Share on other sites More sharing options...
The Unseen Posted January 7, 2018 Share Posted January 7, 2018 Well the captain can be such a hit-or-miss. Today I have run SS/TH capt with foresight and the relic JP; I have drawn all the character assassination cards. Therefore he charged enemy IH captain-WLD, 5 attacks, all hit, than all saved (unbelievable lucky) , than my capt got torn to pieces with teeth of tera Sometimes you have those games I had a game like that last week vs space wolves. A single thunderwolf cavalry model with a storm shield tanked something like 9 consecutive lascannon shots. Probably cost me the game, because that unit then proceeded to roll up my weaker flank, when they should have been dead. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4976457 Share on other sites More sharing options...
Zectz Posted January 7, 2018 Share Posted January 7, 2018 (edited) Seems as though the only left handed thunder hammer I own is the one from the Burning of Prospero set. It's pretty long though and I am not sure the old style asthetic works with a Sanguinary Guard body that I will have for my smashy pants. Also, I may end up using SG wings to represent his Wings since my DC Chaplain wings are set aside for my GBBO priest. I'm not spending 33 bucks just of another set of those wings. Hey, the Devastator kit has a left handed thunder hammer. It looks a bit smaller from the photos and feels more right on a model as a single handed weapon if that makes any sense. You can check the sprue preview on the GW store page. Should be able to get it from a online bots store easily or use it as an excuse to buy the devastator kit and add some more heavy weapons somewhere I guess :) The assault squad box also has a left handed thunder hammer. Edited January 7, 2018 by Zectz Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4976673 Share on other sites More sharing options...
Indefragable Posted January 8, 2018 Share Posted January 8, 2018 (edited) My Captain builds (so far): “Assassin”: -jump pack with Angel’s Wing -combi-melta (sometimes inferno, depending on pts/use) -thunder hammer Can put out D:D6 on a re-rollable BS2+ before charging in for 4x D:3 hammer attacks. There are few things in the game that won’t get hurt by this, especially with re-rollable charges and no overwatch. Doesn’t even have to be your WL Cataphractii Terminator Captain -thunder hammer With Hammer of Baal -combi-melta -Gift of Foresight WLT Company Ancient with Standard of Sacrifice Brother Corbulo 2+/3++/6+++ re-rolling 1’s/5++++ save. If something should actually get through, Corbs can heal. With the Relic TH, Capt also can get exploding 6’s on a re-rollable WS2+. The Iron Hands called: they’re mad about not having the toughest :cuss in the Imperium anymore Wannabe Eversor -jump pack with Angel’s Wing -lightning claws -Death Company Strategem Gets 6x +1W attacks on the charge hitting on re-rollable 2’s, re-rolling failed wounds. Re-rolls charges and and can’t be Overwatched. Give him Gift of Foresight for more resilience or or Artisan for D:2 LC’s. This guy can babysit Devs then Wings of Fire his way into the enemy Devs and be a one man wrecking machine. Put him on a flank and watch the enemy devote way more attention to kill a single 21 melta-bomb costed (!!!!!!!) model than should ever be worth it. Edited January 8, 2018 by Indefragable Zectz and Damon Nightman 2 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4977931 Share on other sites More sharing options...
Bonzi Posted January 8, 2018 Share Posted January 8, 2018 (edited) Captain Smashypants. DC Chaplain body, BA upgrade sprues head, DC jump pack, Deathwatch hammer and tower shield. Magnetized for infernus and Bolter too. One game played. Kill list: Chimera, X2 ogryns, Straken, 4 catachan guardsmen before he was swamped in fists and knives. Edited January 8, 2018 by Bonzi Riot Earp, Panzer, Damon Nightman and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4977971 Share on other sites More sharing options...
Daemonifugue Posted January 8, 2018 Share Posted January 8, 2018 I ran a DC captain with thunder hammer (artificered to 4 damage) on foot today in 2 games. Accounted for a lord of contagion, 4 blight terminator bodygaurds and a malignant plaguecaster in the 1st game, second game he took down a wraithlord, 6 guardian jetbikes and tanked 2 full turns of shooting and psychics. All for less than 100pts Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978018 Share on other sites More sharing options...
durdle-durdle Posted January 9, 2018 Share Posted January 9, 2018 So which does more damage? The hammer of Baal or a +1 damage hammer? Not being great at math, my guess is the +1 damage hammer. So if you’re taking multiple smash captains, my guess would be angel wings and artificer hammer on the warlord. Hammer of Baal on the second. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978096 Share on other sites More sharing options...
Panzer Posted January 9, 2018 Share Posted January 9, 2018 It honestly doesn't matter to me. I'd rather take the relic Jump Pack over the relic Hammer anyway. ^^ I'd only consider the relic Hammer for really big games with two Captain Smashs or if I really don't want him to be the warlord. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978097 Share on other sites More sharing options...
RedemptionNL Posted January 9, 2018 Share Posted January 9, 2018 So which does more damage? The hammer of Baal or a +1 damage hammer? Not being great at math, my guess is the +1 damage hammer. So if you’re taking multiple smash captains, my guess would be angel wings and artificer hammer on the warlord. Hammer of Baal on the second. Against models with 1, 2, 3, 5 or 6 wounds remaining, the Artisan hammer's extra damage is overkill, so the more accurate Hammer of Baal wins out. I'd still pick the Angel's Wing for the charge reroll and no overwatch though; a failed charge means you do no damage at all in melee of course. brother_b 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978167 Share on other sites More sharing options...
brother_b Posted January 9, 2018 Share Posted January 9, 2018 So which does more damage? The hammer of Baal or a +1 damage hammer? Not being great at math, my guess is the +1 damage hammer. So if you’re taking multiple smash captains, my guess would be angel wings and artificer hammer on the warlord. Hammer of Baal on the second. Against models with 1, 2, 3, 5 or 6 wounds remaining, the Artisan hammer's extra damage is overkill, so the more accurate Hammer of Baal wins out. I'd still pick the Angel's Wing for the charge reroll and no overwatch though; a failed charge means you do no damage at all in melee of course. I'd say drop 2 CP right off the bat, give your captain the hammer of Baal, and the Angel's Wing. Fly around, crush, prosper. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978176 Share on other sites More sharing options...
Riot Earp Posted January 9, 2018 Share Posted January 9, 2018 So which does more damage? The hammer of Baal or a +1 damage hammer? Not being great at math, my guess is the +1 damage hammer. So if you’re taking multiple smash captains, my guess would be angel wings and artificer hammer on the warlord. Hammer of Baal on the second. Against models with 1, 2, 3, 5 or 6 wounds remaining, the Artisan hammer's extra damage is overkill, so the more accurate Hammer of Baal wins out. I'd still pick the Angel's Wing for the charge reroll and no overwatch though; a failed charge means you do no damage at all in melee of course. I'd say drop 2 CP right off the bat, give your captain the hammer of Baal, and the Angel's Wing. Fly around, crush, prosper. You can take only one relic per charakter. Jolemai 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978177 Share on other sites More sharing options...
Spagunk Posted January 9, 2018 Share Posted January 9, 2018 (edited) I'd say drop 2 CP right off the bat, give your captain the hammer of Baal, and the Angel's Wing. Fly around, crush, prosper. You can take only one relic per charakter. ^^ the whole point behind the smashy-pants captain is that you chose one relic: Wings or Hammer. We want the charge to succeed (via wings) so that's why we go with the stratagem to make the hammer a +1 hammer instead of using the Hammer relic. Additionally, you want to capitalize on the first turn charge so the stratagem for DC tagged units adds a full round of movement before first turn. Ultimately you end up spending more than half your CPs on smashy-pants but it will absolutely take down almost anything big. If there is nothing big, then you just don't spend the extra CP except for the initial CP to make him a DC captain (which is done during list building, not when you start the battle). Edited January 9, 2018 by Spagunk Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978305 Share on other sites More sharing options...
Ushtarador Posted January 9, 2018 Author Share Posted January 9, 2018 (edited) Thanks for all the posts guys, that's some great discussion here! I played a few games and decided to go with the JP, Thunder Hammer and Combi-Plasma, which makes for a very versatile option with high damage potential! I also magnetized the combiweapon-part so I can switch to melta or grav in case he blows himself up too often in the future. I had a lot of success with the 5+ FnP warlord trait so far, I think I prefer it over the 4 dmg hammer against most lists. I'll get a pic in as soon as I have the opportunity^^ Edited January 9, 2018 by Ushtarador Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978361 Share on other sites More sharing options...
Pendent Posted January 9, 2018 Share Posted January 9, 2018 It's also worth noting that against a large target Artisan of War does have better damage output. The difference isn't like enormous or anything but against something with a decent invuln save could be the difference between killing your target on the charge or getting stuck in and killed yourself. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978385 Share on other sites More sharing options...
Ushtarador Posted January 9, 2018 Author Share Posted January 9, 2018 Yeah it really depends on the targets your opponent brings - sometimes you need the same amount of hits with or without Artisan of War, sometimes it makes the difference. I would mostly decide based on that I think. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978406 Share on other sites More sharing options...
Actionmike Posted January 9, 2018 Share Posted January 9, 2018 Completed my Capt, used the leftover body from a Seth conversion for a FT themed Capt. Smash. (additional bits from DC (hammer / head) VV (shoulders)) brother_b, Karhedron, sebs_evo7 and 2 others 5 Back to top Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978411 Share on other sites More sharing options...
brother_b Posted January 9, 2018 Share Posted January 9, 2018 I'd say drop 2 CP right off the bat, give your captain the hammer of Baal, and the Angel's Wing. Fly around, crush, prosper. You can take only one relic per charakter. ^^ the whole point behind the smashy-pants captain is that you chose one relic: Wings or Hammer. We want the charge to succeed (via wings) so that's why we go with the stratagem to make the hammer a +1 hammer instead of using the Hammer relic. Additionally, you want to capitalize on the first turn charge so the stratagem for DC tagged units adds a full round of movement before first turn. Ultimately you end up spending more than half your CPs on smashy-pants but it will absolutely take down almost anything big. If there is nothing big, then you just don't spend the extra CP except for the initial CP to make him a DC captain (which is done during list building, not when you start the battle). Does the DC early move strat affect all DC units, or just one? I want the Hammer of Baal because I want to swing at 2+ reroll 1s, not 3+, reroll 1s. In the long run I think that'll bring more damage to the table in the long run instead of the damage 4 hammer as I'll be hitting more often. I didn't run math, though, maybe that should be done. I'd be interested. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978569 Share on other sites More sharing options...
Pendent Posted January 9, 2018 Share Posted January 9, 2018 I'd say drop 2 CP right off the bat, give your captain the hammer of Baal, and the Angel's Wing. Fly around, crush, prosper. You can take only one relic per charakter. ^^ the whole point behind the smashy-pants captain is that you chose one relic: Wings or Hammer. We want the charge to succeed (via wings) so that's why we go with the stratagem to make the hammer a +1 hammer instead of using the Hammer relic. Additionally, you want to capitalize on the first turn charge so the stratagem for DC tagged units adds a full round of movement before first turn. Ultimately you end up spending more than half your CPs on smashy-pants but it will absolutely take down almost anything big. If there is nothing big, then you just don't spend the extra CP except for the initial CP to make him a DC captain (which is done during list building, not when you start the battle). Does the DC early move strat affect all DC units, or just one? I want the Hammer of Baal because I want to swing at 2+ reroll 1s, not 3+, reroll 1s. In the long run I think that'll bring more damage to the table in the long run instead of the damage 4 hammer as I'll be hitting more often. I didn't run math, though, maybe that should be done. I'd be interested. The DC strat only affects a single unit. I did the math a few weeks ago and against a single target you do more damage using Artisan of War but it's less flexible because you are obviously getting fewer hits, meaning fewer potential kills when facing multiple models. I would say as a general rule you're better off taking AoW because that lets you also take Angel's Wing but this is very much a personal preference thing. Link to comment https://bolterandchainsword.com/topic/342673-captain-loadout/page/2/#findComment-4978574 Share on other sites More sharing options...
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