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![[Post New]](/s/i/i.gif) 2015/09/11 03:07:43
Subject: Dark Angels Company Master-Loadouts that work (or don't work)
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Grim Dark Angels Interrogator-Chaplain
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I have a question for all the Dark Angels players out there, somewhat inspired by a similar thread about vanilla Captains and Chapter Masters. Since we don't have access to a Smashfucker-like build, what are some good ways to kit out a Company Master? I pretty much always take Artificer Armor on mine, but what else is good on them? Since I usually use the model in Dark Vengeance, I often take a Power Sword and either a Combi-plasma or the Lion's Roar for WYSIWYG. However, I have an unbuilt Space Marine Commander kit and was going to make a Company Master of my own. Should I be looking to go shooty, or give him a melee weapon and a storm shield, or maybe the well-known Claw/Fist combo? What good builds are out there?
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![[Post New]](/s/i/i.gif) 2015/09/11 03:38:12
Subject: Dark Angels Company Master-Loadouts that work (or don't work)
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Regular Dakkanaut
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in a demicompany i sometimes keep him barebones with a combi flamer and stick him with an assault squad w/ 2 flamers in a rhino as a little counter assault unit
Otherwise i can see artificer, mace, shroud (if not with apothecary) Stormshield and eye of the unseen (if spare points)
with that he could tear apart MEQ or worse easily, has blind and PE to help out his squad.
While he can be good as stated above, its almost always better to get either a librarian or int chaplain due to all those buffs and debuffs they give out
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![[Post New]](/s/i/i.gif) 2015/09/11 04:02:58
Subject: Dark Angels Company Master-Loadouts that work (or don't work)
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Decrepit Dakkanaut
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Usually by exchanging him for an Interrogator Chaplain since the benefits outweigh the cons.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2015/09/11 05:10:19
Subject: Dark Angels Company Master-Loadouts that work (or don't work)
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Secretive Dark Angels Veteran
Canada
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ZergSmasher wrote:I have a question for all the Dark Angels players out there, somewhat inspired by a similar thread about vanilla Captains and Chapter Masters. Since we don't have access to a Smashfucker-like build, what are some good ways to kit out a Company Master? I pretty much always take Artificer Armor on mine, but what else is good on them? Since I usually use the model in Dark Vengeance, I often take a Power Sword and either a Combi-plasma or the Lion's Roar for WYSIWYG. However, I have an unbuilt Space Marine Commander kit and was going to make a Company Master of my own. Should I be looking to go shooty, or give him a melee weapon and a storm shield, or maybe the well-known Claw/Fist combo? What good builds are out there?
terminator armor, relic blade, storm shield, digital weapon
this is what i call brother swagsalot hes incredibly powerful easily capable of out CCing alot of our middle weight commanders while coming in at a comparable price to them. hes better than zeke, asmodai, sammy, if you want to really get crazy toss in a shroud of heroes and now hes starting to contest next to azreal which is kinda crazy. im also rather fond of the concept at least of lightning claw power fist though thats pretty expensive and it means you have to drop to artificers and drop the storm shield (cause you can wysiwyg that very well at all)
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DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
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![[Post New]](/s/i/i.gif) 2015/09/11 17:34:27
Subject: Re:Dark Angels Company Master-Loadouts that work (or don't work)
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Stubborn Dark Angels Veteran Sergeant
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The biggest problem with company masters is that they compete with interrogator chaplains and librarians.
They also, unlike the previous units, cannot take bikes, which severely weakens their power.
Working with what we've got, I would go for terminator armour, combi weapon, storm shield & chainfist. 155 points, simple and effective vs all targets.
As per the CM's entry, you may "take" a storm shield, rather than swapping it from the terminator wargear, meaning you can still swap your 2 weapons for other options, letting you get the above wargear.
Why you would take a relic blade, when you have the awesome chainfist available for only 5 points more is beyond me.
Edit: This build is made with the intention of kitting the CM out to be useful on his own merit. If running a demi company then I would run him bare bones as he is simply a tax. He might get melta bombs if he is lucky.
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This message was edited 2 times. Last update was at 2015/09/11 17:43:22
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![[Post New]](/s/i/i.gif) 2015/09/11 18:20:20
Subject: Dark Angels Company Master-Loadouts that work (or don't work)
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Regular Dakkanaut
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Why would you use the relic blade when for 5 points more you get +1s, blind, concussive, AP1 vs chaos and not 2handed with the mace.
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This message was edited 1 time. Last update was at 2015/09/11 18:20:41
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![[Post New]](/s/i/i.gif) 2015/09/11 23:36:17
Subject: Dark Angels Company Master-Loadouts that work (or don't work)
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Stubborn Dark Angels Veteran Sergeant
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effreem wrote:Why would you use the relic blade when for 5 points more you get +1s, blind, concussive, AP1 vs chaos and not 2handed with the mace.
True, or this.
My feeling though is that if you want to spent points on a CM, then a beatstick is the only way to go,and if you want a beatstick then you are going to need a squad for him to go with, the obvious choice is DW knights.
DW knights already excel vs 3+ saves, but due to the new codex now struggle vs harder targets like walkers and tough MCs. A chainfist CM helps cover their weakness.
Edit: Also due to the rule change of fortress of shields, a character who joins the knights only gets +1T if he himself has a stormshield. This is very important vs str 8/9 weapons, and gives your CM a chance vs other MEQ with powerfists.
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This message was edited 1 time. Last update was at 2015/09/12 00:04:55
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![[Post New]](/s/i/i.gif) 2015/09/12 02:05:02
Subject: Re:Dark Angels Company Master-Loadouts that work (or don't work)
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Secretive Dark Angels Veteran
Canada
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Big Blind Bill wrote:The biggest problem with company masters is that they compete with interrogator chaplains and librarians.
They also, unlike the previous units, cannot take bikes, which severely weakens their power.
Working with what we've got, I would go for terminator armour, combi weapon, storm shield & chainfist. 155 points, simple and effective vs all targets.
As per the CM's entry, you may "take" a storm shield, rather than swapping it from the terminator wargear, meaning you can still swap your 2 weapons for other options, letting you get the above wargear.
Why you would take a relic blade, when you have the awesome chainfist available for only 5 points more is beyond me.
Edit: This build is made with the intention of kitting the CM out to be useful on his own merit. If running a demi company then I would run him bare bones as he is simply a tax. He might get melta bombs if he is lucky.
you cant buy a chainfist for him, its relic blade, power weapons, or a chainsword me amigo. and the chaplain really isnt that great anymore. his biggest use was with deathwing knights to make their smite mode a guaranteed thing. now they can spam smite mode. he is still useful with black knights and veterans but thats about it. and interrogators cant dual like a captain can, unless you go out of your way to remove his ranged attacks and buy him a better weapon than his crummy worthless power maul.
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DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
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![[Post New]](/s/i/i.gif) 2015/09/12 02:33:05
Subject: Re:Dark Angels Company Master-Loadouts that work (or don't work)
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Shas'la with Pulse Carbine
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ionusx wrote: you cant buy a chainfist for him, its relic blade, power weapons, or a chainsword me amigo. and the chaplain really isnt that great anymore. his biggest use was with deathwing knights to make their smite mode a guaranteed thing. now they can spam smite mode. he is still useful with black knights and veterans but thats about it. and interrogators cant dual like a captain can, unless you go out of your way to remove his ranged attacks and buy him a better weapon than his crummy worthless power maul.
You absolutely can take a chainfist. The last bullet on the CM page is may take items from the terminator weapons list which then says a model may replace its power weapon with chainfist or thunder hammer for 15
Also how is the Int-Chaplain not good anymore? The only difference between him and the CM is 1 point of WS. The fact that he can take all the same weapon options that a CM plus he can be on a bike as well and then get zealot which the Cm doesn't makes him superior. And don't doubt the power maul, sure it doesn't have great AP but the S6 is great for putting wounds on. Plus if he is with DW Knights or Black Knights they can handle the 2+ armor while the chaplain provides the re-rolls
To OP: i would give him a shield, artificer armor and the weapon of your choice dropping the shield if you are low on points to spare. If going for termie army I would take the build from Big Blind Bill
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![[Post New]](/s/i/i.gif) 2015/09/12 03:35:48
Subject: Re:Dark Angels Company Master-Loadouts that work (or don't work)
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Grim Dark Angels Interrogator-Chaplain
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I don't have a spare Termie body at the moment, so for now I'm sticking with the Artificer armor. Mace of Redemption is a pretty good weapon, if a bit pricey. Relic Blade and Power Fist cost the same, but each have their pros and cons, so I'm torn between them really. Maybe I should just find an easy way to magnetize and do all three options so I can try them all (Mace, Fist, Relic Blade) with a Storm Shield.
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![[Post New]](/s/i/i.gif) 2015/09/12 04:37:16
Subject: Re:Dark Angels Company Master-Loadouts that work (or don't work)
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Stubborn Dark Angels Veteran Sergeant
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Interrogators can't dual like CMs?
Sure they can. With a bike and a mace of redemption an IC is ready to go.
Imo the IC is the best wielder of the mace.
OP: for a CM without terminator armour my build remains much the same.
The chainfist has to be swapped out for a powerfist (or hammer, if you follow the rule of cool), and that's the only change.
The points cost remains the same.
There is no contest between the relicblade and a fist/hammer imo. Str 6 and ap3 on a relic blade is a little underwhelming for the cost imo.
Relic blade's only advantage is striking at initiative.
A PF is better vs anything T5 or more, can ID T4 models, can damage vehicles and also has ap 2.
If you are short on parts OP, then just give the model one of the maces from the DWK. It could pass as a mace of redemption, or a thunder hammer.
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![[Post New]](/s/i/i.gif) 2015/09/13 00:00:53
Subject: Dark Angels Company Master-Loadouts that work (or don't work)
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Been Around the Block
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Why not MoR, s shield, shroud of heroes, jump pack, add him to assault squad in Lion's Blade- or no JP and add him to a Vet Squad with combis?
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![[Post New]](/s/i/i.gif) 2015/09/13 01:23:12
Subject: Dark Angels Company Master-Loadouts that work (or don't work)
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Longtime Dakkanaut
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The jump pack is a great option.
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![[Post New]](/s/i/i.gif) 2015/09/15 16:24:39
Subject: Dark Angels Company Master-Loadouts that work (or don't work)
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Regular Dakkanaut
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I have 4 CM models right now. The Jump Pack guy and the TH/SS get most usage.
with a Jump Pack (built him in 1998) with sword(MoR) and 4++.
in PA with cloak over his shoulder
in TDA with sword(MoR) SB
in TDA with TH/SS
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![[Post New]](/s/i/i.gif) 2015/09/18 01:16:38
Subject: Dark Angels Company Master-Loadouts that work (or don't work)
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Adolescent Youth with Potential
Arkansas, USA
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I know I'm the new guy, but what about equipping A Company Master with a pair of Lightning Claws, a jump pack, and embedding him in a 10-man unit of Jump Assault Marines?
It would make for an *insane* number of S4, AP3, Shredding attacks delivered at WS6. 4 attacks normally, 5 on a charge... all re-rolling failed Wounds... To say nothing of the rest of the squad's substantial number of attacks.
The Jump packs would allow them to get down field fast, and possibly even gain Hammer of Wrath on the charge, adding to the carnage that round.
Admittedly, his durability might be an issue; you won't be taking down MC's, but at 3+/4++ with 3 Wounds he's still no slouch....
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"Repent, for tomorrow you die..."
"Through Supremacy, Victory."
Dark Angels: 5400 points (1/3 Painted)
Tau: 500 points |
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![[Post New]](/s/i/i.gif) 2015/09/18 01:38:49
Subject: Dark Angels Company Master-Loadouts that work (or don't work)
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Stubborn Dark Angels Veteran Sergeant
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TwilightFox wrote:I know I'm the new guy, but what about equipping A Company Master with a pair of Lightning Claws, a jump pack, and embedding him in a 10-man unit of Jump Assault Marines?
It would make for an *insane* number of S4, AP3, Shredding attacks delivered at WS6. 4 attacks normally, 5 on a charge... all re-rolling failed Wounds... To say nothing of the rest of the squad's substantial number of attacks.
The Jump packs would allow them to get down field fast, and possibly even gain Hammer of Wrath on the charge, adding to the carnage that round.
Admittedly, his durability might be an issue; you won't be taking down MC's, but at 3+/4++ with 3 Wounds he's still no slouch....
The problem is that whilst that build does indeed make him very dangerous vs MEQ, against harder targets he will hit like wet tissue.
2+ saves, T6 models and any AV more than 10 will pose problems. If you want to spend 130+ points making a beatstick character, then he should be able to handle most things.
To make the build better, simply swap one of the lightning claws with a powerfist. It only costs 10 points more, but lets you use the powerfist when you need its strength 8 ap2 goodness.
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![[Post New]](/s/i/i.gif) 2015/09/18 02:32:53
Subject: Re:Dark Angels Company Master-Loadouts that work (or don't work)
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Adolescent Youth with Potential
Arkansas, USA
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Hmmm... I see your point about dual LC's...
You suggested a PF ... what about splurging the extra 5 points for a TH? Still S8 AP2 (so it'll ID S4s and even glance AV14 on a 6 and pen just about anything else w/ +1 to the damage roll), but with the added benefit of Concussive...
Dropping the enemy warlord to WS1 before you finish him off in the next phase would be sweet...
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"Repent, for tomorrow you die..."
"Through Supremacy, Victory."
Dark Angels: 5400 points (1/3 Painted)
Tau: 500 points |
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![[Post New]](/s/i/i.gif) 2015/09/18 03:11:40
Subject: Re:Dark Angels Company Master-Loadouts that work (or don't work)
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Stubborn Dark Angels Veteran Sergeant
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TwilightFox wrote:Hmmm... I see your point about dual LC's...
You suggested a PF ... what about splurging the extra 5 points for a TH? Still S8 AP2 (so it'll ID S4s and even glance AV14 on a 6 and pen just about anything else w/ +1 to the damage roll), but with the added benefit of Concussive...
Dropping the enemy warlord to WS1 before you finish him off in the next phase would be sweet...
Concussive drops their I to 1, not their WS. Dropping WS to 1 would be much better.
As it is TH are generally taken for the rule of cool, I can't think of a time when concussive has ever done anything for me.
Still, if you have 5 points more to spend then go for it.
Edit: And just to make clear, I'm suggesting a PF/ LC. On marine beatsticks this is the go to loadout most of the time, unless relics are being used.
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This message was edited 1 time. Last update was at 2015/09/18 03:12:44
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