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Unit of the Week: Captain in Gravis Armour


Jolemai

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Welcome to part two of the Blood Angels Unit of the Week Series!

Following the release of the 9th edition Supplement, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will focus on the unique BA units and part two will focus on BA units that are new to this edition of the Codex, part three will discuss how to get the best use the generic units from the past that are still with us (and that many of us have in our armies still), and part four will discuss the Legends units that we still own and love. Finally, part five will be dedicated to the reinforcements from Forge World.

Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.

Without further ado, here's this week's entry:


sml_gallery_62972_10568_1098.jpg Captain in Gravis Armour


What are you thoughts here folks? How best would you use a Captain in Gravis Armour?
  • To compliment a list, or to build a list around? What else would affect your list(s) with this unit?
  • Will you be running multiples?
  • Footslog or transport? Suitable for Warlord duties?
  • What are you buffing with Rites of Battle?
  • How are you buffing this unit?
  • Stratagems?


Over to you

Edited by Jolemai
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Well I use him as basically any other footslogging Captain (which is to be fair not optimal to begin with). I think if you want to let him babysit your firebase you'd be better off with a barebones Captain or one with Jump Pack so you can re-deploy quickly via UWoF.

So the place for a Gravis Captain would be at the frontline (or rather the center since your fast units will be your real frontline). Let him join your slowly advancing Intercessors and/or Aggressors and don't be afraid to find yourself in melee with your Intercessors + Gravis Captain. You can hold out there really well while your other units do their job. Just try to avoid real melee units as always. ^^

 

 

Also a bit of dry mathhammer because the Gravis Captain has two melee weapons and some people might be unsure which to use:

  • Against GEQ (T3 Sv4+) you should use the MC Sword all the time under influence of the Red Thirst. Without Red Thirst both are equally good but the MC Sword has D2 fix while the Gauntlet has D1d3 (which shouldn't matter against GEQ most of the time anyway).
  • Against MEQ (T4 Sv3+) both are equally good with Red Thirst but without Red Thirst the Gauntlet pulls ahead.
  • Against things with T5-7 the Gauntlet is the clear winner with and without Red Thirst.

Keep in mind that negative to-hit modificators (rare in melee but they do exist) affect the Gauntlet a little bit more since you already only hit on 3+ anyway.

 

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Am I right in thinking that the only way to get this model currently is by buying Dark Imperium?

 

I am still avoiding Primaris in general, but when I get over myself, or when the old marines start getting phased out, I am tempted to use a Gravis-armour Captain as the basis for a Chapter Master figure.

 

Thanks SF for the interesting data on how he fights, for my rare forays into the actual game B)

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Am I right in thinking that the only way to get this model currently is by buying Dark Imperium?

 

Yep.

 

The Gravis Captain is real weird and to me feels like something they meant to do a lot more with then ran out of time...

 

He can't effectively "join" any of the other Gravis units, being generally too slow for them and wanting to be in combat when they want to be shooting.

 

The T5 feels useless too, as anything it doesn't matter against he's the same as any other marine captain and against the stuff it does (S4 or lower) his normal save is only 3+ meaning more damage gets through from successful wounds.

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The T5 feels useless too, as anything it doesn't matter against he's the same as any other marine captain and against the stuff it does (S4 or lower) his normal save is only 3+ meaning more damage gets through from successful wounds.

 

 

I disagree. It matters a lot against S5 and S8-9 as well. Against anything with AP-2 or better it's even more durable than Terminator armor due the Captains default 4++ (tho a bike Captain is just as durable if you go with the index options).

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Models in a bit of a weird place, as said. The best defence is not getting shot, which a plain captain does just as well.

 

The real benefit over a primaris captain is the extra T - Power fists no longer wound on a 3+. The benefit over normal astartes is the extra wound - you have to be lucky with 2 powerfist hits rolling 3D each time to kill him. 

 

Unfortunately, I still cannot see why I would take him, other than for a Primaris theme - keen for others in this thread for ideas.

 

I'd be interested in Artisan of War-ing the MC power sword to make it D3, but you can do that to any captain.

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The T5 feels useless too, as anything it doesn't matter against he's the same as any other marine captain and against the stuff it does (S4 or lower) his normal save is only 3+ meaning more damage gets through from successful wounds.

 

 

I disagree. It matters a lot against S5 and S8-9 as well. Against anything with AP-2 or better it's even more durable than Terminator armor due the Captains default 4++ (tho a bike Captain is just as durable if you go with the index options).

 

So S8/9 are wounding him a bit less, but he'll mostly only be getting a 4++ against those, same as any other captain.

 

Against S4 the wounds coming in are reduced, but with a 3+ save against them as opposed to a 2+ it feels easier to actually get damage through.

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The real benefit over a primaris captain is the extra T - Power fists no longer wound on a 3+.

*2+

Powerfists wound T4 on a 2+ which they not longer do against the Gravis Captain due his T5. :wink:

 

 

I'd be interested in Artisan of War-ing the MC power sword to make it D3, but you can do that to any captain.

I thought about that, but I don't really see where I'd want D3 on a S4 weapon. Maybe against characters and Tyranid Warriors. Red Thirst makes it a little bit more useable against T5-7 for at least one round as well I guess (~6 damage against T7 Sv3+ the first round which then drops to ~4 damage without Red Thirst. The Gauntlet does ~5.4 damage against T7 Sv3+ with Red Thirst and without Artisan already but is less reliable ...)

However more damage helps against FnP so that's important to consider as well. So far tho I always went Soulwarden, Gift of Foresight or Selfless Valour if I made him my warlord.

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The T5 feels useless too, as anything it doesn't matter against he's the same as any other marine captain and against the stuff it does (S4 or lower) his normal save is only 3+ meaning more damage gets through from successful wounds.

 

 

I disagree. It matters a lot against S5 and S8-9 as well. Against anything with AP-2 or better it's even more durable than Terminator armor due the Captains default 4++ (tho a bike Captain is just as durable if you go with the index options).

 

So S8/9 are wounding him a bit less, but he'll mostly only be getting a 4++ against those, same as any other captain.

 

Against S4 the wounds coming in are reduced, but with a 3+ save against them as opposed to a 2+ it feels easier to actually get damage through.

 

 

Yeah that's what I said. ^^

Against S4 and against S8-9 he's slightly more durable if the wound has at least AP-2. Against wounds without any AP or just AP-1 the Sv2+ is obviously better.

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You can also get him in the Know No Fear box. 

I haven't actually used him much since I've gotten other HQ choices. I'd say he's a good counter assault unit for babysitting shooting units. He hits pretty hard. The last time I used him he beat down Guilliman in combat. For me, I use him because I don't have any other painted captains besides Captain Smash, so he's my default for staying with my firebase. 

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The real benefit over a primaris captain is the extra T - Power fists no longer wound on a 3+.

*2+

 

Good catch, that's what I meant :sweat:

 

I think the babystter and countercharge for some helblasters probably works best. If only they were point dense enough I might vow some in ETL :biggrin.:

 

3D sword also maybe not so useful. I'd consider it on the MC autobolt rifle the non gravis gets. Maybe on the Boltstorm. Would both shooting and assault mode get the +1D?

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3D sword also maybe not so useful. I'd consider it on the MC autobolt rifle the non gravis gets. Maybe on the Boltstorm. Would both shooting and assault mode get the +1D?

 

 

Good question. I kinda doubt it. Isn't there a FAQ entry for Artisan and combi-weapons? That should clarify it but I can't check right now.

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I have shoved him, 3 Flame aggressors, a Primaris Lieutenant, and a Primaris Aincient into a Repulsor and drive the Mini-deathstar up the board. 

 

Though I stopped using him once the codex came out. 

 

Its fun Melee, and Fun Short Range Shooting. 

 

That's honestly WAY too many eggs in one basket. Against more competetive armies the Repulsor on his own already struggles to survive in a Primaris list.

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I like him as a centerpiece for my army. The dude is in an amazing pose. btw.... I should be finishing my scouts and posting him up as my next vow for ETL and I'll try and get him completed to add to that photo library if you want.

 

I don't really like that the gauntlet is pistol... but I would be moving him up with my bolter aggressors anyway and he would be a counter-charge deterrent if the power fists on the Aggressors were not already enough for that.

 

This guy can also hold the back line fairly well and also demolish most minor HQs.

 

I have him specifically for my Primaris Flesh Tearers and I love the model. But if I was going to play competitively he would be a normal Primaris Captain with Stalker Auto-bolt Rifle.

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  • 3 years later...

Haven't had the opportunity yet, but with a power sword in his off-hand and a master crafted gauntlet he's equally good at shredding chaff (use the sword combined with red thirst for a monstrous 7 attacks at S5, AP-3 before any situational bonuses) and punching harder targets (with a D3 power fist). Having his 3-shot pistol at D2 is a nice bonus, especially in the assault doctrine when it's at AP-2.

 

Overall, I think walking him up with other gravis units is a no brainer, especially once's like eradicators or heavy intercessors that are vulnerable to getting tied up in melee.

 

Using him this way makes him a good candidate for a chapter master (full rerolls on eradicators? Yes please!), and the Angel Artifice would make him a real pain to remove with 8W at T6 and a 2+/4++.

Edited by Paladin777
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