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Victrix Guard gave us a real Smash Captain?


Cruor Vault

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An Ultramarines Smash Captain using Field Commander to get Defender of Ultramar, combined with Fight like Demigods and Honour the Chapter along with Might of Heroes yields a shocking amount of damage.

 

For a single turn this guy throws out 5x S10 -3 3D attacks.  Hitting on 2s, effectively rerolling everything.  Using Honour the Chapter or Only in Death Does Duty End puts ~21 damage on a Knight. 

 

If your opponent is stupid enough to charge him or let him Heroically Intervene, combining with Strike First, For Ultramar! it can theoretically jump to ~32 damage!

 

This build isn't as long term as the Blood Angels version as the reroll to wound is only once per game, but given Smash Captain's tendancy to die after completing their mission I don't think thats very much of a downside. 

 

Obviously we lack the awesomeness of the Angels Wing, but I think we get a decent trade with Shield Eternal and Veil of Time. 

 

It's less CP efficient as instances of this build will require 5-8CP vs the BA 4-7CP.

An interesting idea to get our own Smash Captain. Essentially a fire a forget missile.

 

Not including Might of Heroes (since that could be more easily neutralised by an opponent and thus out of our control) what is the likely damage total for the Captain now?

 

Maths isn't my strong point...

 

I quite like the idea of The Soldier's Blade too, since against infantry he is really killy. Cheap as well.

 

And of course the Relic Blade. Good old Relic Blade.

I think our version is focused more on a mix of Smash Captain and Vanguard Veterans. Wheras Blood Angels can focus heavily on their captain, we get more benefit from giving equal attention to our Captain and Vanguard Vetaran squads with this formation. So we've got a more group-focused deal, whereas Blood Angels got a more single character focused deal.

That's my position regarding this.

 

The Captain is there to contribute and support the troops in my view. 10 Vanguard with 5 Storm Shields and 5 Power Fists is my call here. They should get into combat especially if you have additional Vanguard to support them ;)

 

11 Power Fist attacks hitting on 3s, rerolling 1s and wounds should make a mess of most things. Not as focused/powerful from the perspective of smashing a Knight as the Captain with Thunder Hammer, but definitely effective against "mundane" targets.

 

Add the Captain in and you can put a decent amount of hurt on something.

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