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Made in us
Bounding Assault Marine





Crowley, LA

I run a fast moving Raven Guard Army and have just built my 2nd jump pack Chaplain...just because I wanted to kit bash my 2nd one for something unique. When I was almost finished painting him, I was wondering if running 2 jump pack chaplains would be a viable tactic. I'd stick em in with 10 man squads of vanguards. I was thinking it would be nice for 2 full squads to be able to reroll hammer of wrath, missed to-hits, and missed to-wounds. Does anyone think this would be a good or bad tactic?

"Nobody truly understands the value of a minute until they only have one left"

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Made in us
Bounding Assault Marine




Nocturne

It's a bit copypasta, and will take up a sizable portion of your points in two units, but having two little deathstars like that makes it difficult for your opponent to focus their fire on the biggest threat. How do you have the vanguards kitted out BTW?

Sun Tzu "All warfare is based on deception"

Into the Fires of Battle! Unto The Anvil of War!

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Made in us
Bounding Assault Marine





Crowley, LA

 alienvalentine wrote:
It's a bit copypasta, and will take up a sizable portion of your points in two units, but having two little deathstars like that makes it difficult for your opponent to focus their fire on the biggest threat. How do you have the vanguards kitted out BTW?


In order to keep points down, they're pretty standard with the exception of the sgt. I added a lightning claw and plasma pistol to both sgts. I figure i might get lucky with a plasma shot to take a good target before the unit charges. Assault Marines and Vanguard Vets aren't made to take on armor so I have other units for that. I was thinking of them just being able to jump from soft target to soft target until they get wiped out.

"Nobody truly understands the value of a minute until they only have one left"

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Made in gb
Lord of the Fleet






London

It'd be best to add a SS or two to the units, and even a PF or TH if you have the points spare.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

How many points would the vanguard unit would be when built?

It sounds like your building a deathstar there. Deathstars are all well and good, but they need some durability. 10 MEQ bodies won't last that long.

A chapter master with artificer armor is as hard to kill as 8 normal marines with AP4+ weapons. That's something to consider.
You can ally in another chapter master, that gives you the equivalent of 16 more marine bodies.

The idea here is to make sure those vanguard get to the fight. They should be able to get there by turn 2, the trick is how to ensure they do.
   
Made in us
Bounding Assault Marine





Crowley, LA

 labmouse42 wrote:
How many points would the vanguard unit would be when built?

It sounds like your building a deathstar there. Deathstars are all well and good, but they need some durability. 10 MEQ bodies won't last that long.

A chapter master with artificer armor is as hard to kill as 8 normal marines with AP4+ weapons. That's something to consider.
You can ally in another chapter master, that gives you the equivalent of 16 more marine bodies.

The idea here is to make sure those vanguard get to the fight. They should be able to get there by turn 2, the trick is how to ensure they do.


The Vanguards come in at 250 points. I see what you're saying about the chapter master as well. But I was wanting those rerolls from the chaplains. Or were you talking about adding a chapter master to the already chaplain equipped unit?

"Nobody truly understands the value of a minute until they only have one left"

7800 Points Raven Guard - Always WIP
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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Yep -- just take one chaplain and take a chapter master.

You can also give rerolls with an allied DA/SW/BA librarian. Prescience gives the ability to reroll hits and wounds.

That also gives you a better DTW roll as well.

Another option is to check the wolves. Wolf priests can get a jump pack and are like a chaplain but better. They give preferred enemy, which lets you reroll ones to hit and wound. You can also give him stealth, which confers to the squad.
   
Made in us
Boom! Leman Russ Commander






Why not just use magnets so you can switch off to whatever weapons you want with having spare "armed" arms and do the same with the backpacks to alternate between foot and jump.? I'm looking to make a few kitbashed chaplains using the chaos 'skull" helmets and do just that.

clively wrote:
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Made in us
Bounding Assault Marine





Crowley, LA

 labmouse42 wrote:
Yep -- just take one chaplain and take a chapter master.

You can also give rerolls with an allied DA/SW/BA librarian. Prescience gives the ability to reroll hits and wounds.

That also gives you a better DTW roll as well.

Another option is to check the wolves. Wolf priests can get a jump pack and are like a chaplain but better. They give preferred enemy, which lets you reroll ones to hit and wound. You can also give him stealth, which confers to the squad.


I already have some wolves but no wolf priests. I'll give em a look and see. Thanks for that heads up.


Automatically Appended Next Post:
 EVIL INC wrote:
Why not just use magnets so you can switch off to whatever weapons you want with having spare "armed" arms and do the same with the backpacks to alternate between foot and jump.? I'm looking to make a few kitbashed chaplains using the chaos 'skull" helmets and do just that.


I've done the magnets before and don't like the way they are when finished. I don't mind building extra guys to add in. That's not the problem at all. I was just asking if it was a decent tactic to take 2 chaplains.

This message was edited 1 time. Last update was at 2013/11/23 19:56:42


"Nobody truly understands the value of a minute until they only have one left"

7800 Points Raven Guard - Always WIP
3000 Points Khorne
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