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The New Jump Captain Is Missing Something


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When you look at the back of the box for the new jump captain there is a skull on the back of the backpack, but on the model its flat. I thought maybe it was just mine but all of the ones i have seen online are missing it as well. Did they remove it to save money because of inflation? are the space marines victims of shrinkflation too?

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When they paint the models for the box art, they end up painting 3d prints made before they cut the sprues, so that they work in parallel to that. Sometimes, there's some discrepancies like that, where they may have changed the design in the late stage for whatever reason.

 

The most egregious example I can remember recently is with the Eldar Guardians, which a bunch of arms ended up being cut on the other side, but are build and painted on the correct side for the box art.

Edited by WrathOfTheLion
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7 hours ago, WrathOfTheLion said:

When they paint the models for the box art, they end up painting 3d prints made before they cut the sprues, so that they work in parallel to that. Sometimes, there's some discrepancies like that, where they may have changed the design in the late stage for whatever reason.

 

The most egregious example I can remember recently is with the Eldar Guardians, which a bunch of arms ended up being cut on the other side, but are build and painted on the correct side for the box art.

 

There was also Uriel Ventris who's head was updated between his reveal and release:

 

GW Changed This Exclusive Miniature, and I'm Okay With It

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6 hours ago, Tacitus said:

I thought this was going to be about a squad worth leading with a Jump Captain since none of the Jump Squads he can join now have a "heavy hitter" option to parallel the Tactical Squad Lascannon. 

 

Hehe, me too.


On that note, I think the Jump Captain is a "trap". He can buff 170 points of Jump Intercessors while a TA Captain can buff ~400 points of Terminators.
It's one of the reasons I decided against buying one. Putting a Jump Captain in 10 Jump Intercessors greatly increases the units overall cost and I don't think it's worth it compared to alot of other options and choices when it comes to attaching characters.

I also don't think +1S on the charge (only!) is that big of a deal either, compared to many other character-buffs.
Granted, the free strat is probably the main reason to bring him, and some detachments got some really good battle tactics-strats. With the +1 to wound one from Firestorm, his squad of Jump Intercessors will suddenly wound T4 on 2+.

Damn... maybe I should've gotten one anyway? *Conflicted noises* :confused:
 

Edited by Minsc
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4 hours ago, Minsc said:

 

Hehe, me too.


On that note, I think the Jump Captain is a "trap". He can buff 170 points of Jump Intercessors while a TA Captain can buff ~400 points of Terminators.
It's one of the reasons I decided against buying one. Putting a Jump Captain in 10 Jump Intercessors greatly increases the units overall cost and I don't think it's worth it compared to alot of other options and choices when it comes to attaching characters.

I also don't think +1S on the charge (only!) is that big of a deal either, compared to many other character-buffs.
Granted, the free strat is probably the main reason to bring him, and some detachments got some really good battle tactics-strats. With the +1 to wound one from Firestorm, his squad of Jump Intercessors will suddenly wound T4 on 2+.

Damn... maybe I should've gotten one anyway? *Conflicted noises* :confused:
 


Good thoughts on the Jump Captain. I guess it all depends on what we plan on getting out of him. I already have one converted using a spare Inceptor so maybe I’ll give him artificer armor? He is costly but I do love to have characters in my melee units. 

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I think he's worth it in a BA army because of the Sanguinary Priest with Jump Pack. Between the two of them a squad of VVets are hitting with AP-2, and S6 when charging. That's significantly more powerful than normal. The Priest also does double duty by providing a 5+++, which combined with the 4++ from the shields makes for a pretty tanky unit with pretty reasonable killing power!

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15 hours ago, Minsc said:

 

Hehe, me too.


On that note, I think the Jump Captain is a "trap". He can buff 170 points of Jump Intercessors while a TA Captain can buff ~400 points of Terminators.
It's one of the reasons I decided against buying one. Putting a Jump Captain in 10 Jump Intercessors greatly increases the units overall cost and I don't think it's worth it compared to alot of other options and choices when it comes to attaching characters.

I also don't think +1S on the charge (only!) is that big of a deal either, compared to many other character-buffs.
Granted, the free strat is probably the main reason to bring him, and some detachments got some really good battle tactics-strats. With the +1 to wound one from Firestorm, his squad of Jump Intercessors will suddenly wound T4 on 2+.

Damn... maybe I should've gotten one anyway? *Conflicted noises* :confused:
 

I like him with Jump Intercessors, but I think he shines better with Jump Vanguard Vets - especially in that First Company or Vanguard Formation that lets the jump packers pound underdefended edge objectives because your infiltrating/deepstriking/overbuffed Terminators/Gravis in the center draw more attention than your opponent can afford to lose on the edges. 

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10 hours ago, Paladin777 said:

I think he's worth it in a BA army because of the Sanguinary Priest with Jump Pack. Between the two of them a squad of VVets are hitting with AP-2, and S6 when charging. That's significantly more powerful than normal. The Priest also does double duty by providing a 5+++, which combined with the 4++ from the shields makes for a pretty tanky unit with pretty reasonable killing power!


I was thinking something similar with Shrike, a Jump Captain, 20 (10 x2) Jump Intercessors, each escorted by a handful of Plasma Inceptors and the Vanguard detachment. 
 

 

Edited by Dracos
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