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![[Post New]](/s/i/i.gif) 2014/04/08 13:41:50
Subject: space marine generic hq's and the issues I'm having
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Secretive Dark Angels Veteran
Canada
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So to me as a da player I like the idea of fielding generic hq's over named one's. Their cheap, consistent, and they are often overlooked as an option when discussing point games over 900pts.
My issue is the viability of them. In a rulebook centered around standing across a field and derping eachother the librarians are the sm's really only viable option.
What I want to know is why bother giving the option for the other two. A chaplain makes any unit he's attached to gain fearless and fear and that's cool I guess and he has 4up invul.
Meanwhile the captain has no value at all. He trades the good things of the chaplain away for improved to hit in melee and 1 more wound.
I guess I'm just wondering why gw has bothered to put units in books as options in a game where they currently will do little more than be damage sponges
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DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
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![[Post New]](/s/i/i.gif) 2014/04/08 13:43:29
Subject: Re:space marine generic hq's and the issues I'm having
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Fixture of Dakka
Temple Prime
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Allow me to introduce you to Ironfather Smashfether, aka he who can defeat a heirodule bio-titan in assault.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2014/04/08 13:56:15
Subject: space marine generic hq's and the issues I'm having
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Longtime Dakkanaut
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If someone plays where FW is ok , then mantis warrior librarians are cool , as they have divination .
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![[Post New]](/s/i/i.gif) 2014/04/08 14:11:19
Subject: space marine generic hq's and the issues I'm having
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Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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Captains unlock other options. They can be kitted out however you want, and have better stats than most other models.
But, as you say there are better options, and they're often cheaper, too.
The generic options are there to provide choice, and build a fluffy model.
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![[Post New]](/s/i/i.gif) 2014/04/08 14:58:10
Subject: Re:space marine generic hq's and the issues I'm having
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Ultramarine Master with Gauntlets of Macragge
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Yeah, not everything is there to be ideal, but to provide an option for cool painting/modeling opportunities. I run captains pretty regularly, and they do well. Combat characters have kind of been a balancing act in 40k since forever, so support characters like Librarians are typically more viable. Personally, I like captains who can kick some butt, but there are better ways to spend 100 points or whatever.
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Check out my Youtube channel!
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![[Post New]](/s/i/i.gif) 2014/04/08 16:14:11
Subject: space marine generic hq's and the issues I'm having
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Cosmic Joe
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I prefer the Master of the Forge to a captain due to conversion beamer and boost cover saves. (and fluff)
I prefer the chapter master due to just being much tougher and orbital strike.
I prefer the Chaplain because of the boosts it gives to his squad.
BUT....
But I like the captains because they can be cheap(ish) and can be kitted out to whatever you need them to be.
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Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. |
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![[Post New]](/s/i/i.gif) 2014/04/08 16:57:28
Subject: space marine generic hq's and the issues I'm having
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Locked in the Tower of Amareo
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Chaplains are still kinda goobers compared to libarians, imo. Even the BA super chaplain kinda sucks.
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![[Post New]](/s/i/i.gif) 2014/04/08 17:59:35
Subject: Re:space marine generic hq's and the issues I'm having
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Frenzied Berserker Terminator
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Slam into a Slim Jim! OH YEAH!!!!
I pretend that's what he says when he rolls up on his bike and takes that first swing...
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Gets along better with animals... Go figure. |
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![[Post New]](/s/i/i.gif) 2014/04/08 23:01:47
Subject: space marine generic hq's and the issues I'm having
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Did Fulgrim Just Behead Ferrus?
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The problem I have with space marine captains is that they're only good for assault. It would seem that when a SM gets promoted, he forgets how to shoot any gun that isn't a bolter. I want a devastator captain taking names and kicking ass with a lascannon, dammit.
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"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me." - Twin Peaks
"You listen to me. While I will admit to a certain cynicism, the fact is that I am a naysayer and hatchetman in the fight against violence. I pride myself in taking a punch and I'll gladly take another because I choose to live my life in the company of Gandhi and King. My concerns are global. I reject absolutely revenge, aggression, and retaliation. The foundation of such a method... is love. I love you Sheriff Truman." - Twin Peaks |
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![[Post New]](/s/i/i.gif) 2014/04/09 07:50:19
Subject: Re:space marine generic hq's and the issues I'm having
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Long-Range Land Speeder Pilot
A small, damp hole somewhere in England
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Captains do have one use for Codex Space Marines - making your bikers troops!
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Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here! |
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![[Post New]](/s/i/i.gif) 2014/04/10 07:37:17
Subject: space marine generic hq's and the issues I'm having
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Stalwart Veteran Guard Sergeant
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Chaplin doesn't give fear. He gives zealot, which applies fearless and hatred (reroll misses on first round of assault).
I like the captain because the command squad rolling together in a razerback is neat to me. I usually run chapter master in termy army with a full squad a termies stompin up the middle lane. He can shoot his orbital gun while still moving and I like to give him primarch's fury, since he can always shoot the big salvo with that too. I'm tempted to try him on a bike with biker squad troops soon.
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