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Long time lurker, first time poster... I've been running my Charcharadons as Raven Guard Successors this addition and was curious about everyone's experience using a the Chapter Champion. Specifically If he is you Warlord doing the following:

 

Chapter Champion Upgrade (+1A, +1 Ld, Skilful Parry, Exquisite Swordsman, Honor or Death, Martial Superiority)

Warlord Trait Martial Exemplar (ReRoll Charge 6" Aura)

Master Of the Trifold Path---Swift and Deadly Warlord Trait (Advance+Charge)

Blade of Truimph Relic (+3 S, -3 AP, 3D)

 

This coupled with Hunger for Battle and Whirlwind of Rage Chapter Traits.

 

So essentially you have a 6" Aura that Advance +Charge, +1 to both, Reroll Charge with Exploding 's for 70 points.

 

Thoughts?

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I like the idea, but I think this set-up is a bit like Seth for the flesh tearers: issue is delivery. That said, unlike FTs, RG and successors have options.... that said, CP is tight, so spending 1 CP for strike from the shadows on him, then another CP for strike from the shadows on whatever melee unit you want to go with him is tons in the Nephilim rule set. Ditto infiltrators - 2CP minimum to move him and his "followers". 

 

So, outside of spending CP, I could see the following working:

 

  1. Terrax termite - load it up with VGVs without jetpacks, or company veterans with choice to melee weapons / ranged weapons / shields. 
  2. Drop pod / Rhino / Razorback / Land Raider: load up with VGVs without jump packs or company veterans kitted out as you wish, or, in the case or landraiders.... relic terminators with chainfist and lightning claws :)

Advantage of drop pod is it can come down turn 1. Disadvantage is once down, whilst it can move-block, it can also give away free movement by being a charge target, a boon for slow armies in particular.

 

Really, with the company champion set-up you are describing you are looking to get the most out his advance + charge. So with that in mind, I can see merit in the Termite, Rhino or a land raider. I think using that to get long movement in T1, then disembarking them T2, which, as per the core rules, allows units that disembark to then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn. So they can pop out T2, move, advance, charge.

 

This is where I think the larger the transport capacity, the better. I think some company veterans to body guard him make sense, as really, you want to charge + wipe out an enemy unit at least twice (if not three times) to get the value out of the champion and his followers and transport. So something that allows you to take, say, 4 company veterans, the champion himself, and then 5 VGVs would be a great start. The advantage of land raiders with large capacity is that you could take relic terminators with chainfists and lightning claws or assault terminators, and then really get them motoring with the advance and charge aura after disembarking T2. So maybe land raider crusader (16 capacity) with the champion and 5 company veterans (6 slots) and then 5 terminators of choice (last 10 slots) could be awesome :)

 

Otherwise, if transports aren't your vibe, CP is tight, then you can always run him up the board. If you do that, I think at least 1 if unit of company veterans become essential. If this is your preferred pathway, go some BGVs, melee focused terminators, aggressors or VGVs without jump packs to run up with him :)

 

Edited by XeonDragon

I was going to run him with some 10 Terminators, Tyberos (+1 strength Aura, Chapter Master Rules) and an Apothacary (FNP, Replace wounds). Was hoping to run this down peoples throat. I have a Master of Sanctity in Terminator Armour (Master of Ambush), and Assault Terminators for possible turn 1 charge. And 3 Assault Centurions with flamers/HB for Strike from The shadows Turn 2.  

5 hours ago, ctitus25 said:

I was going to run him with some 10 Terminators, Tyberos (+1 strength Aura, Chapter Master Rules) and an Apothacary (FNP, Replace wounds). Was hoping to run this down peoples throat. I have a Master of Sanctity in Terminator Armour (Master of Ambush), and Assault Terminators for possible turn 1 charge. And 3 Assault Centurions with flamers/HB for Strike from The shadows Turn 2.  

Tasty, very tasty.

 

Couple of suggestions:

 

  1. Take the teleport homer. If you go 2nd, you can use MOA to move your MOS and Terminators out of LOS and behind cover, then go up via teleport homer, bring down in T2. Think of those 5 points as insurance against an alpha-strike by highly mobile opponents ;) This is also where normal terminators and assault terminators have an edge against relic terminators.
  2. Tyberos is a beast. Two thumbs up :) 
  3. AP is king in the era of AOC/void armour, and assault terminators have AP-2 weapons. Given that you are taking a 10-man blob of terminators, consider normal ones with chainfists (AP-4, flat 3 damage against vehicles) instead of assault terminators. Yes, taking a D1 power sword sucks (but at least it has decent AP), and yes, storm bolters suck against many armies, but 40 bolter shots isn't nothing and it means the unit can be active in both the shooting and melee phases. Just a thought (although, if relic terminators could take teleport homers.... lightning claw + chain fists all round would be the way!). Also, with T9 monsters (some tervigons in some nids lists and baneblades) becoming less rare, having the ability to wound T9 on 3s or 4s or T8 on 2s with good AP via MOS buffs + Tyberos is awesome to have :)
  4. By going a 10-man squad, you can use the MOS litanies to buff 10 terminators, which is rad, but the apothecary can only heal 1 terminator and bring back 1 whereas if you had 2 x 5 you could heal 2, bring back 1. Against some opponents (e.g. Tau with nasty overwatch) combat squads might be good. It also means you can you use the Raven's Blade stratagem to get re-rolls to charge on all units that charge the same single target. So, that would mean the terminators would get 4 charge rolls max instead of 2.

 

Edited by XeonDragon
  • 2 weeks later...

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