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![[Post New]](/s/i/i.gif) 2012/02/24 10:41:02
Subject: Captain setup
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Long-Range Land Speeder Pilot
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Hey,
Was looking through the codex thinking about how best to set up my Captain. The idea was. Points are no problem, I was going more for 'MUH ha ha haaa'.
Am I right in thinking if I arm him with Combi flamer, CCW, auxiliary grenade launcher and digi laser. The flamer and nade launcher are assault. The nade launcher can be fired along with other weapons. Therefore, when about to assault I can flame then nade then assault (if anything left)?
(Sorry, the reason I ask is my codex is in French and I am not a native French speaker so am unsure about what I translated)
Cheers Vim
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This message was edited 1 time. Last update was at 2012/02/24 10:53:53
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![[Post New]](/s/i/i.gif) 0029/02/24 11:20:59
Subject: Captain setup
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Devestating Grey Knight Dreadknight
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vim_the_good wrote:Hey,
Was looking through the codex thinking about how best to set up my Captain. The idea was. Points are no problem, I was going more for 'MUH ha ha haaa'.
Am I right in thinking if I arm him with Combi flamer, CCW, auxiliary grenade launcher and digi laser. The flamer and nade launcher are assault. The nade launcher can be fired along with other weapons. Therefore, when about to assault I can flame then nade then assault (if anything left)?
(Sorry, the reason I ask is my codex is in French and I am not a native French speaker so am unsure about what I translated)
Cheers Vim
Be careful with this though. Your opponent can remove the models closest to you as casualties, which might mean you are out of assault range.
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"Did you ever notice how in the Bible, when ever God needed to punish someone, or make an example, or whenever God needed a killing, he sent an angel? Did you ever wonder what a creature like that must be like? A whole existence spent praising your God, but always with one wing dipped in blood. Would you ever really want to see an angel?" |
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![[Post New]](/s/i/i.gif) 2012/02/24 11:27:58
Subject: Captain setup
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Long-Range Land Speeder Pilot
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I hear you Kaldor
From your response I assume the setup and use is legit... Starts planning his scratch built Captain...
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![[Post New]](/s/i/i.gif) 2012/02/24 11:35:02
Subject: Re:Captain setup
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Perfect Shot Ultramarine Predator Pilot
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Well, it seems the relic blade/storm shield is the most powerful combo. Add artificer armor, grenade launcher and digital weapons at your leisure
Yout setup is legit though
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This message was edited 1 time. Last update was at 2012/02/24 11:36:17
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![[Post New]](/s/i/i.gif) 2012/02/24 16:39:20
Subject: Captain setup
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Ultramarine Master with Gauntlets of Macragge
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vim_the_good wrote:Hey,
Was looking through the codex thinking about how best to set up my Captain. The idea was. Points are no problem, I was going more for 'MUH ha ha haaa'.
Am I right in thinking if I arm him with Combi flamer, CCW, auxiliary grenade launcher and digi laser. The flamer and nade launcher are assault. The nade launcher can be fired along with other weapons. Therefore, when about to assault I can flame then nade then assault (if anything left)?
(Sorry, the reason I ask is my codex is in French and I am not a native French speaker so am unsure about what I translated)
Cheers Vim
Here's the problem - he's a close-combat centric character, and you're giving him nothing good for close combat! He's got 3 attacks base, +1 on the charge and +1 if he has a pistol and ccw. With a weapon skill of 6 and initiative of 5, he's nasty in hand to hand. All Space Marine captains should have a minimum of a power weapon, so they can at least get some chopping done. Here's a few good captain setups:
Captain
- Relic Blade
- Combi-weapon
- Artificer armor
Captain
- Relic Blade
- Storm Shield
- Artificer armor
- Captain
- Power weapon
- Plasma pistol
The first is generally geared for a particular kind of target. One with arty armor and a combi flamer is obviously better against hordes, while giving him a combi melta and a relic blade means he'll be good at hitting lighter armored vehicles up close. The one with the Storm Shield and artificer armor is built for durability, and since he can't claim an extra cc attack with a storm shield, you might as well give him something that doesn't grant an extra attack anyway, like a relic blade or thunder hammer. The final one is a classic setup where you utilize his high BS for the plasma pistol and give him the power weapon for close combat. This keeps him relatively cheap, around 130 points or so, and is fairly versatile. He has enough attacks to take on lots of infantry, a plasma pistol to wound MCs, heavy infantry, or light vehicles, and a power weapon so he can cut through high armor save targets.
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![[Post New]](/s/i/i.gif) 2012/02/24 18:27:12
Subject: Re:Captain setup
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Hellish Haemonculus
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I prefer the Relic Blade over the Power Weapon or Power Fist. It seems like a good balance between them. High enough STR to wound things on a lower number (usually 2) and still lets you use your higher initiative.
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![[Post New]](/s/i/i.gif) 2012/02/25 17:38:28
Subject: Captain setup
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Steady Space Marine Vet Sergeant
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Powerfist and bike is good.
Allows you to zip forward rather quickly. You have twin linked bolters for closing the gap, and then in cc you have a powerfist, doubling the strength to 8. Your bike gets a +1 to the toughness, making him harder to kill. You could even give him artificer armour and digi lasers
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![[Post New]](/s/i/i.gif) 2012/02/25 17:52:41
Subject: Captain setup
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Longtime Dakkanaut
Dundee, Scotland/Dharahn, Saudi Arabia
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My personal favourite "points no object" Captain build.
Artificer Armour,
Bike,
Storm Shield,
Relic Blade,
Aux Grenade Launcher,
Hellfire Rounds,
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If the thought of something makes me giggle for longer than 15 seconds, I am to assume that I am not allowed to do it. item 87, skippys list
DC:70S+++G+++M+++B+++I++Pw40k86/f#-D+++++A++++/cWD86R+++++T(D)DM++ |
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![[Post New]](/s/i/i.gif) 2012/02/25 18:05:57
Subject: Captain setup
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Sister Vastly Superior
Colorado
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As a rule of thumb I never give something initiative 5 or higher a power fist. A captain should never take a fist, Always relic blade or power weapon. You are taking away one of his best reasons why he is viable in melee and making him slightly more killy than your marine sergeant. While also forgetting the fact that powerfists need to be on none independent characters to prevent your opponent from going before them in combat and choosing to kill them before you even get to swing.
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When in doubt burn it, then burn yourself for doubting. |
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![[Post New]](/s/i/i.gif) 2012/02/25 21:13:41
Subject: Captain setup
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Long-Range Land Speeder Pilot
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Yeah, I'm with you on the relic blade over a power fist. I initially thought of a jump pack rather than a bike though. It just fits better with the feel of my army.
It would be cool if you could get a bike and jump pack
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