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Made in us
Fresh-Faced New User




I recently was gifted a dev squad and already have a cataphractii terminator captain from BAC.

My goal is to create a demi-battle company (I just started playing so my model count is low so I figure to do a demi first for smaller point games). I have read that in a demi battle co, you can put the captain and the dev squad in a drop pod and then when it lands you get to shoot as if you hadn't moved when the devs land; this seems like a good strategy.

If I go this route, what loadout should I use for the dev squad? All grav with no sarge upgrades? I am playing ultramarines if that matters.

And for the captain, I know he comes with a combi-melta and chainfist, but that seems like a waste of points unless he is going to detach from the dev squad to attack a vehicle. Should he go TH/SS? Should he take some ultramarines relics (that cape thing seems like it would be powerful)? I am actually looking forward to trying to convert the captain (this is my first conversion attempt so if anyone has any advice on how to cut the arms off, I would appreciate it, or any recommendations for what bits to find to use for replacements). Also any tactical advice as to what the captain should do once the pod lands would be great (does he just stay with the squad? does he charge forwards?).


If it matters, this is my current model list:

BAC tac squads
BAC cataphratti terminator captain
Dev squad (new in box)
Command Squad (new in box)
1 drop pod
1 rhino/razorback
BAC Contempt Dread


Any advice on what other models to get next would aslo be appreciated. Additionally, any advice on how to work the command squad in would be welcome (current plan is meltas in a drop pox with apothecary; I hate bikes so I don't want to do bike squad). Eventually I want to be able to have enough models to make two different lists: (1) a 1850 competitive full battle co and (2) a less competitive list with RG in it.

I recognize that there are a host of questions in there, so thank you in advance to all those who help this poor noob.
   
Made in gb
Battleship Captain





Bristol (UK)

Couple grav cannon is a good way to go (4 is overkill and very expensive)
Multi-meltas also work as more anti-tank focused. They also fit well with the Cataphracii's default loadout, as if the vehicle survives you could assault it with the chainfist (although not the turn you arrive).
Although honestly I feel like a Drop Pod would suit the dreadnought more.

Having a mobile Devastator squad is good with any of the options, if you can magnetise them.
   
Made in us
Fresh-Faced Inquisitorial Acolyte




United States

Have you considered plasma cannons? The biggest drawback of SnP is the inability to overwatch, a rule that never affected the plasmacannon in the first place. Plasmacannons also allow your squad to be more effective against low armor save blobs than gravcannons would be. I suppose it depends on your local meta and who your most common opponents are.
   
Made in us
Fresh-Faced New User




Thanks for the replies!

I guess I am not sure how to divide up focus of each unit. I know I am supposed to have counters for each possible enemy unit type. My initial thought was the devs for grav to go against 2+ pr 3+ armor models and use the command squad for anti-vehicle.

@kiro - If I use devs for anti vehicle, what would I use to counter my opponent's elites, the command squad (in melee)? Are multi meltas that much better than using a command squad w meltaguns?

@renesco - I hadn't thought about plasma, but that is very interesting. My initial thought was to use plasma in my tactical squads; is there such a thing as too much plasma? With all of the rerolls available for ultramarines now (you get to reroll it gets hot right??), does that make plasma the best choice for ultramarines as it is a counter to all units?

   
Made in gb
Battleship Captain





Bristol (UK)

Melta Command Squads are probably a better choice for anti-tank than devs. They'd need a Drop Pod though.
Dreadnoughts can make a decent supplementary anti-tank unit, but don't rely on them. You can use your Contemptor as either a regular Dreadnought or, more properly, with the Contemptor Dreadnought rules found in I believe the Angels of Death supplement.

Grav cannons are an amazing takes all comers weapons, anything below a 5+ save really and they just blow through them, those grav-amps mean even medium armoured bodies don't stand a chance, plasma cannons are a lot worse really. Nowhere near as good against MCs or vehicles and as good as or worse against regular infantry tbh.

A stormshield captain could take wounds for you at the front, but honestly unless they're Smashfether or someone they won't tank *that* well without bodies to throw in front of the shells when things get dicey.
   
Made in us
Fresh-Faced New User




I was planning on getting more pods anyway, I imagine I would use three total (command squad meltas, dev squad, assault squad w flamers).

I don't need to use the dread if the points are better spent somewhere else.

While not the best, should I still take a shield or is it not worth the points?

   
Made in gb
Battleship Captain





Bristol (UK)

matteo123 wrote:
I was planning on getting more pods anyway, I imagine I would use three total (command squad meltas, dev squad, assault squad w flamers).

I don't need to use the dread if the points are better spent somewhere else.

While not the best, should I still take a shield or is it not worth the points?


3 Pods is a nice number I feel, until you start going pod-heavy.

I can't say on the shield, SM aren't my gig (I play BA). But it depends on where you have points spare, a melee weapon(s) could make the opponent think twice about charging you, and perhaps give you the option to charge something. A shield would allow them to tank a bit better, and a combi-weapon would allow him to slightly supplement the firepower of the squad, it's no easy choice.
   
Made in us
Fresh-Faced New User




Can the captain "detach" from the unit after the unit gets to take advantage of S&P for shooting? So I would move, shoot, he detaches and charges?

Is the SS more about defense for shooting or for melee?
   
Made in gb
Battleship Captain





Bristol (UK)

matteo123 wrote:
Can the captain "detach" from the unit after the unit gets to take advantage of S&P for shooting? So I would move, shoot, he detaches and charges?

Is the SS more about defense for shooting or for melee?

If the captain detaches from the squad they would not be able to still use the S&P rule to shoot, as they would no longer have the rule in the shooting phase. But they wouldn't move like it either as you detach the character before they move.
You can't detach in the shooting phase either, you'd have to charge with the Devs as well, which would be fine as long as you assault a non-walker vehicle.

Stormshields work just as well for shooting and melee, it's a flat 3++. Probably more reliable in melee though as in shooting it's much easier to get the squad flanked, especially if you're close to the enemy.
   
Made in us
Clousseau





East Bay, Ca, US

How would you handle a disordered charge wherein the captain charges one unit, and the devs charge a much weaker unit with maybe 1 model left? If they kill that model would they then be free to go where they please or would they have to pile in with the captain?

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in gb
Executing Exarch






 Marmatag wrote:
How would you handle a disordered charge wherein the captain charges one unit, and the devs charge a much weaker unit with maybe 1 model left? If they kill that model would they then be free to go where they please or would they have to pile in with the captain?
Still can only detach in the movement phase, and only if not locked, so they would have to pile in towards the captain, and would have needed to be in coherency at the end of the initial charge.
   
 
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