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![[Post New]](/s/i/i.gif) 2012/10/15 17:08:04
Subject: Captain Sicarius. What do you think?
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Neophyte undergoing Ritual of Detestation
Your Shower
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Grey Knights!! 3000pts
Orks 3500pts
High Elves 2250pts
Vampire Counts
2013 games :
Wins:21 Lose:4 Draw:1 |
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![[Post New]](/s/i/i.gif) 2012/10/15 17:13:56
Subject: Re:Captain Sicarius. What do you think?
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Jealous that Horus is Warmaster
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He's definately leaped up a few rungs on the ladder of effectiveness since 6th edition came out. His 2+ (4++) and FNP is about as resilient as they come. He still retains Combat Tactics which a lot of the other SC's in C:SM do not and Combat Tactics is pretty awesome. His Rites of Battle is also very useful as well as granting a USR to one of your tacticals.
All in all I think he is a pretty solid HQ these days, you could do a lot worse.
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Revilers 6,000pts
Dark Eldar 4,000pts
Cadian 229 regiment 3,000pts |
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![[Post New]](/s/i/i.gif) 2012/10/15 17:17:53
Subject: Captain Sicarius. What do you think?
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Neophyte undergoing Ritual of Detestation
Your Shower
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Thanx as I'm thinking of fielding him in a Razor Back with a command squad in a razor back.
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Grey Knights!! 3000pts
Orks 3500pts
High Elves 2250pts
Vampire Counts
2013 games :
Wins:21 Lose:4 Draw:1 |
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![[Post New]](/s/i/i.gif) 2012/10/15 20:41:58
Subject: Re:Captain Sicarius. What do you think?
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Longtime Dakkanaut
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He doesn't add so much.
He's can be instant killed and isn't amazing in cc.
It depends on how much you value a single improved tactical squad.
Essentially 200 points is a lot. Which is a big problem.
I think rhinos or drop pods or bikes for command squads. In a rhino they either move 6' shoot their special weapons or rush forward for cc, neither is helped by going for a razorback.
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![[Post New]](/s/i/i.gif) 2012/10/15 21:33:18
Subject: Re:Captain Sicarius. What do you think?
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Chalice-Wielding Sanguinary High Priest
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(Edit) ignore me here...I'm being a numpty. Below left in for clarity.
His points become a lot more valuable if you're running a list that gets a big advantage from getting first turn. About the only builds I can think of with C:SM that fit that bill are all-out shooty, and pure drop pods.
4+ to nab first turn may not seem like a sure thing on its own. But when you consider that that's only if you've already failed the roll off, taking him actually makes your chances of getting that first turn pretty high.
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This message was edited 1 time. Last update was at 2012/10/16 07:29:54
"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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![[Post New]](/s/i/i.gif) 2012/10/15 22:21:23
Subject: Captain Sicarius. What do you think?
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Terminator with Assault Cannon
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Captain Sicarius got a big buff in 6th edition since his coup de grace attack is AP2 now (it's in the digital Codex) and Tank Hunters is much more useful. Putting Tank Hunters on your quad gun squad is a recipe for success against almost any flyers, and it rips up transports to boot.
On the minus side, he's still 200 points, and taking a basic Librarian or something instead lets you take another unit. I'm still not entirely sure that he's worth his cost, but he's definitely worth considering now, whereas in 5th edition he really wasn't.
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![[Post New]](/s/i/i.gif) 2012/10/15 22:43:18
Subject: Captain Sicarius. What do you think?
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Longtime Dakkanaut
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Kingsley wrote:Captain Sicarius got a big buff in 6th edition since his coup de grace attack is AP2 now (it's in the digital Codex)
Really? so we are all playing with different rules.
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![[Post New]](/s/i/i.gif) 2012/10/15 23:45:40
Subject: Captain Sicarius. What do you think?
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Death-Dealing Ultramarine Devastator
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where does it say he needs a 4+ to seize the initiative???? im trying to find it, but don't know the page
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dark angels 2,000 pts
Tyranids: 2,000 Pts
6th edition
26-2-3
+5 successful trades strengthofthedragon2, Grav33, godswildcard, lynxstrife, SonicPara |
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![[Post New]](/s/i/i.gif) 2012/10/15 23:53:57
Subject: Captain Sicarius. What do you think?
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Longtime Dakkanaut
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I thought he just re-rolled seize.
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![[Post New]](/s/i/i.gif) 2012/10/16 00:36:06
Subject: Captain Sicarius. What do you think?
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Hardened Veteran Guardsman
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ye, i think he is good
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Jarl Marius, Emperor of the mortal realm, Lord and master of the meadhall
W:2 D:0 L:0
W:2 D:0 L:0
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![[Post New]](/s/i/i.gif) 2012/10/16 07:27:16
Subject: Re:Captain Sicarius. What do you think?
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Chalice-Wielding Sanguinary High Priest
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Nuts, it is a enroll isn't it? Stupid memory. That makes my previous post pretty moot.
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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![[Post New]](/s/i/i.gif) 2012/10/16 16:26:42
Subject: Captain Sicarius. What do you think?
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Rotting Sorcerer of Nurgle
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I want to like him, but he doesn't really have any direction besides buffing a tactical squad. In addition, he just doesn't fit in anywhere I feel. He's most likely going to join like a counter attack unit, but those generally move alot faster than he does.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2012/10/16 16:48:42
Subject: Captain Sicarius. What do you think?
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Defending Guardian Defender
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He is nice and 6th edition did make him better than he was before however looking at the other HQ options its no surprise why you don't see him alot. He is more survivable then some of the other guys however he still suffers from instant death and he is a bit of a gimmick were he gives something to everything but nothing that is that great. If you love your ultarmarines that much then I'd say stretch to Calgar he gives you pretty much everything Sicarius does and so much more.
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![[Post New]](/s/i/i.gif) 2012/10/16 17:38:54
Subject: Captain Sicarius. What do you think?
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Slippery Ultramarine Scout Biker
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SCs are really up to your playstyle. I take Cato as an HQ in a 1250pt list and higher on occasion. I like swapping between the different playstyles to stay on one list. Here's my thoughts:
1) I think he received a buff with the whole challenge thing. He's pretty resilient and he really needs to get to the enemy character to Coup'de'grat and I think challenges will help him survive it.
2) Seize reroll is okay... really its gimmicky and fun. I will say some of the most exciting moments I get is taking 2nd deployment to counter deploy the opponent just to reroll the seize and take it! Its unlikely, random, and not always useful in every game... which is why most players aren't a big fan.
3) Infiltrating a Tactical squad next to or near an objective with Plasma Cannon and Plasma Gun... is interesting to say the least. You can do tank hunters as well which is pretty good but I wouldn't do counter attack. Tactical squads are good at just about everything...they're good. Not great. They're not specialized which means they won't be amazing at any one thing. They are versatile so that you can play on the opponents weakness. Basically what I'm saying is this: Any unit that's going to risk overwatch to assault you is probably an assault geared unit...you don't want to be assaulted by that kind of unit, so stay out of range if you can with your tact squad. Reversely, any unit you would rather assault with your unit will be a more shooting oriented one... So counter attack wouldn't benefit you.
4) Most people are turned away by his 200 points but frankly... he's not that bad point for point. He gets a 2+/4++/FNP 4+ (unless they changed his FNP number to 5+). 100 point captain + Artificer armor (15 pts) + Power sword (+15) + Plasma Pistol (+15 pts). Thats 145, now give him FNP, A Coup'det'grat attack, The seize reroll, The tact squad buff, and any other abilities (iirc he has an aoe leadership buff?) he has for the remaining 55 points. Honestly, the other commanders cost too little for what they do... but most of the used commanders are underpriced so we take that as an average.
Someone described him before as a "Support HQ" and I can see why... Who's most often taken in C:SM lists? Vulkan, Lysander/Kantor, Khan, Shrike, and Calgar... why? Because most of those guys change the fundamental ability of your army and Calgar is just fluffy and badass.
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"As a sane man you are badly outnumbered again, my good lord. Perhaps you should defect and join us all." -Jack Snipe, Erfworld
We are steel. We are doom. We are the angels of death. The Emperor's chosen. Clad in the strongest steel and strengthened by the holiest of weapons. Our Armour is contempt. Our shields are disgust. Our swords are hatred. We are the mighty Space Marines. In the Emperor's name, we'll let none survive for we Know No Fear. |
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![[Post New]](/s/i/i.gif) 2012/10/16 17:56:49
Subject: Captain Sicarius. What do you think?
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Longtime Dakkanaut
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groedius wrote:If you love your ultarmarines that much then I'd say stretch to Calgar he gives you pretty much everything Sicarius does and so much more.
I was going to post saying that is crazy Calgar is too many points but he is definitely worth 50 pts upgrade on our captain.
Sorry, but you can not evaluate our captain by comparing it to the points of a normal captain. Congratulations he is only slightly more expensive than a captain with similar lay out, but who precisely takes a captain with that layout.
A captain is good for taking a biker army or bringing a command squad. They are the two roles which a captain does well otherwise a librarian is better overall.
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![[Post New]](/s/i/i.gif) 2012/10/16 19:32:57
Subject: Re:Captain Sicarius. What do you think?
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Quick-fingered Warlord Moderatus
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I like him a lot, and use him as a template for a fluffy captain. He isn't bad, he isn't great, but he is still really fun to play with and isn't that what the game is all about?
some of his advantages are:
Artificer armor and FNP makes for a tough take down at times
plasma pistol adds some kick and has 5 attacks
Buffs every unit to Ld10 which annoys the poop out of your opponents
Tankhunter on a quadgun and lascannon wreck tanks.
Infiltrate is fairly okay against a foot army,
Disadvantages:
will still die to CCW monsters and things that would normally kill HQ's (typhus, Dragio, Vindicators ect.)
Plasma pistol still gets hot
looses Ld buff if he dies
can only give one USR
I think of him as a vanilla captain +2. fairly awsome for what he does, and you just need to open your mind when you use him.
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"Do you really think 7th edition was the best edition?"
"Yes, and I'm tired of thinking otherwise."
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![[Post New]](/s/i/i.gif) 2012/10/18 16:50:32
Subject: Captain Sicarius. What do you think?
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Neophyte undergoing Ritual of Detestation
Your Shower
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Thanks for everything guys ill keep that in mind. :-)
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Grey Knights!! 3000pts
Orks 3500pts
High Elves 2250pts
Vampire Counts
2013 games :
Wins:21 Lose:4 Draw:1 |
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![[Post New]](/s/i/i.gif) 2012/10/18 17:50:55
Subject: Captain Sicarius. What do you think?
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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The best way to run Sicarius is to have a Tactical Squad tailored for each of his USRs that he can give out.
Even without that, he's a pretty solid character. I have faced him a few times but I'm more afraid of Lysander
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![[Post New]](/s/i/i.gif) 2012/10/18 20:07:35
Subject: Captain Sicarius. What do you think?
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Quick-fingered Warlord Moderatus
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Brometheus wrote:The best way to run Sicarius is to have a Tactical Squad tailored for each of his USRs that he can give out. Even without that, he's a pretty solid character. I have faced him a few times but I'm more afraid of Lysander Up, thats a great Idea, take a look at mine as an example! Troop1: Tactical squad (10 man, power weapon, melta bomb, lascannon, Meltagun, rhino)-240pts I tailored this unit to use the TankHunter special rule. Although I only tried it once, I would like to try combat squading them, putting the lascannon squad in the defense line and use their tank hunter rule on the quad gun. The sergeant and melta gun would be in a rhino to try and drive towards any tank in need of killing. Troop 2: Tactical squad (10 man, power weapon, melta bomb, Flamer, Heavy Bolter, rhino)-225pts This squad would be one unit most of the games, serving as my Counter-Assault unit when the need arises. I try and use them as a turn 5 objective getter Troop 3: Tactical squad (10 man, plasma pistol, melta bombs, flamer, plasma cannon, Heavy bolter razorback)-235p This squad can use the Infiltrate rule, which I pull out when I don't really have the need for the other rules. I combat squad them to use both the razorback and the plasma cannon.
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This message was edited 1 time. Last update was at 2012/10/18 20:08:01
"Do you really think 7th edition was the best edition?"
"Yes, and I'm tired of thinking otherwise."
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![[Post New]](/s/i/i.gif) 2012/10/18 21:52:12
Subject: Captain Sicarius. What do you think?
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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^ That's exactly what I mean- Good ideas
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![[Post New]](/s/i/i.gif) 2012/10/19 14:45:14
Subject: Re:Captain Sicarius. What do you think?
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Longtime Dakkanaut
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Surely you want the infiltrating razorback to have either assault cannon or heavy flamer. So they can get real close to the enemy.
You know in the relic you will give infiltrate, put one combat squad on the darn thing with the other squad in the razorback/rhino covering LOS.
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