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BA Captain's off-hand weapon (or shield).


Paladin777

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In 8th I ran my smash captain with a plasma pistol and it worked pretty well with the ability to reroll one's to hit. However, with characters no longer being affected by their own aura I'm far more hesitant to overcharge (obviously) and I'm thinking about replacing it with something else. The problem is I don't know what. Storm shield is an obvious contender (and with all the AP-1 weapons everywhere combining the shield with one of the several amazing 2+ Armors would probably be great!), but I'd like to hear some other opinions. Combi-weapons (in particular the melta for shooting upon deep strike), inferno pistols, whatever.

Edited by Jolemai
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Inferno pistols have worked pretty well for me so far. Cheaper than a Combi-melta and the ability to fire in melee is situational but can catch an opponent by surprise.

BA characters in melee is a pretty common situation to be fair lol Edited by Inquisitor_Lensoven
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If you do run a 2+ save relic, the storm shield is pretty awesome, but otherwise is bad. So for cheap captains that want to punch harder initially the Inferno pistol is a good choice. A melta that hits on 2s is still solid, and being able to shoot it into combat doesn't often come up, but when it does, it can be hilariously clutch.
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I already have a captain modeled with DLC's, so no worries there! :D

 

As far as CM's go, Dante really is a pretty good buy. He's the exact same cost as a CM with Jump pack, relic blade (which is identical to the Axe Mortalis), and inferno pistol and has built-in artificer armor, -1 to hit him, +2 attacks and +1 wound. He really is a great anti-personnel counter-charge buffer! Plus the free strat and extra CP that comes with him. He might seem pricy, but he really is a bargain for everything he's got.

 

I'm currently painting my kit-bashed version of him.

 

Here's a question though, if I master craft one, is the extra attack afforded by the off-hand claw still damage 1?

Edited by Paladin777
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Here's a question though, if I master craft one, is the extra attack afforded by the off-hand claw still damage 1?

This is an odd one. RAW, the secondary claw is still 1D. This is in contrast the the Space Wolves "Wolf Claws" which specifically state that it affects both claws.

Edited by Karhedron
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I think if you have a follow up unit of VV with hammers, a bolt weapon isn't bad, if you take Quake Bolts. Strangely, I also get good use from combi weapons. Just being able to pop some extra shots into screens, or a melta shot into a dread, is really handy. But Inferno pistols are too good. An epic duel with the enemy commander, ending not with a stab through the heart of a bashed in skull, but with a bubbling puddle of Emperor-lorn enemy hissing away on the floor is great fun.

 

The only real reason I wouldn't take the IP is that it feels more like an out of sequence melee attack rather than shooting. Worth it thought.

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I won't be using VV with hammers. I plan on running line with mostly LC/SS with a couple having TH/IP in case of running into something heavy as backup (though lately I've been considering a relic blade on the sergeant). Edited by Paladin777
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  • 6 months later...

However, after the thread about relic blades it looks like a pretty tasty option too...

I can vouch for the Relic Blade. It is cheap and works well with RT. 2D can be risky if you run into units with the -1 Damage rule but we have plenty of other options for dealing with those (such as the aforementioned Inferno Pistol). Master Crafting is also an option.

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SS is definitely not worth it anymore. The best bet's probably either inferno pistol, or combi-melta. Hand or Combi-flamer might have a place too.

 

Edit: I suppose either the combi-grav or grav pistol are worth looking at too.

Edited by Paladin777
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