The third and final part in this
series of articles will look at how the SM Captain fits in with the rest of the
army and what sort of builds can be used. Parts 1 and 2 HERE and HERE.
CHAPTER TACTICS
Black Templars – accept the
challenge works really nicely with Captains. Accept the challenge gives them
rerolls to hit in challenges and makes all attacks rending, meaning suddenly
your trusty power maul/sword has a chance of penetrating even terminator armour
should you be in a scrape. Arguably better on power maul equipped sergeants
though. Admantium will is a nice boost but very situational and crusader can be
handy for mobility.
Imperial Fists – Not really much
benefit to be had here as the weapons it will effect aren’t all that game
changing to start with, plus any bolters will prevent you charging.
Iron Hands – IWND and FNP (6+)
are nice perks to have on a multi-wound melee character, just beware the
dreaded instant death as neither will be any help with that.
Raven Guard – Jump pack Captains
will benefit from winged deliverance, but only in so much as they can move 12”
and gain a hammer of wrath attack. Hardly game changing, considering bike captains
can do this anyway and gain other perks. A footslogging captain would benefit
from scout and stealth on the first turn, however, in order to close with the
enemy quicker.
Salamanders – Now, the master
crafting rules could be great here for melee weapons such thunder hammers and lightning
claws. Even the humble power sword could be made decent enough especially in
combo with a set of digital weapons. Don’t forget that combi-flamer either –
becomes a bit more deadly with the rerolls to wound.
Ultramarines – The Captain should
in theory be able to benefit from each doctrine at different times. The reroll
1s when he uses his combi-melta, reroll charge range if you think you’ll be
stretching it to get in combat that turn, reroll overwatch if you’re being more
defensive that turn. Of much more benefit to the army as a whole but the first
two certainly can be of benefit under the right circumstances. Timing and
planning mean everything with the Ultramarines these days.
Whitescars – Captains gain hit
and run with whitescars, which can be useful in any format (doesn’t apply to
terminators though). Bike Captains gain
minor perks in the form of additional +1S to HoW and +1 to jink, which doesn’t
really matter due to the 4++ anyway. Plus they auto pass dangerous terrain
tests.
COMPLEMETARY UNITS (bikes, command squads, banners, transports etc)
There are several units in the
game which captains work well with in order to get the most out of them. Tactical
and sternguard squads aren’t ideal as Captains aren’t principally a shooty unit
and therefore they hinder each other. Assault troops come second to the only
marginally more expensive Vanguard and scouts aren’t even worth considering. Here
are a few of the units that are decent to use with Captains and how to best
utilise them.
Vanguard – a good escort for Jump
pack captains and able to hold their own both on the way to and in combat
thanks to weapon loadouts and storm shields. Alternatively, why not go for
something a bit different and stick them in a drop pod or land raider.
Bikes – as mentioned previously,
bikes make an excellent cheap, well-armed, mobile, scoring escort for bike
Captains. Where they fall down somewhat is in combat, which is where you
ultimately want your Captains to be. A much better idea IMO is to spend around
500 points on a Bike Captain, Bike command squad to go with him and a unit or
two of cheap, scoring bikes to make the most of the Captains mounted assault
rule.
Command squad – a good bolster
for a Captain, though with footsloggers deployment is always going to be an issue.
A 5-man command squad can’t really stand the punishment for a turn if they
arrive in a drop pod and can’t really dish out enough punishment to warrant a
land raider. Rhinos and razorbacks can be successful if used with adequate
support and foresight. This is all of course assuming you want your models to
be loaded for assaulting, with storm shields and special melee weapons. Alternatively,
you could go for the shooty version, which means rhinos/razorbacks will do just
fine, but then they’re not really helping your Captain to get into combat. A
better way to do either loadout is, you guessed it, to stick them on bikes.
More resilient, faster, able to gain a cover save at will and relentless. There’s
nothing not to like, even the price these days. I would always stick an
apothecary in just to grant feel no pain and would also consider the champion
to be able to pick and choose your challenges.
Terminators – a great escort for
either a tooled Captain or a terminator captain in a land raider redeemer or
crusader. Alternatively, teleport them in with a Terminator captain, weather a
turn of shooting (easier with storm shields) and then let the pain begin for
your opponent. Best use a teleport homer on say some scout bikes (which are
great now BTW with rapid fire cheap grenade launchers).
Chaplain – great for the charge
bonus if you’re playing at a points level which has enough room to stick a
second HQ in (sadly few Librarian powers benefit the Captain). Use in conjunction
with one of the above squads and appropriate wargear/transport for the
Chaplain.
EXAMPLE BUILDS
Cheap and cheerful – Captain +
power sword and plasma pistol (120)
Mr Average – Captain + relic
blade, grav pistol, storm shield, melta bombs (150)
The real McCoy Captain + armour Indomitus, Shield eternal,
thunder hammer. (230)
Imperial Fists – Terminator Captain
+ shield eternal, thunder hammer. (185)
Iron Hands – Captain + Thunder
Hammer, shield eternal, Artificer, bike (210)
Raven Guard – Captain + jump
pack, 2 lightning claws (135)
Salamanders – Captain + Burning
blade, Artificer, combiflamer (175)
Ultramarines – Captain + Teeth of
terra, plasma pistol, artificer (160)
Whitescars – Captain + bike, relic
blade, Storm shield, Primarchs wrath (170)
Well that’s it for now. Hope these
articles have helped people work out what to do with their Captains – they’ve
certainly helped me work out what I want to do with things. Next up will be a
painting tutorial for a Sons of Orar Captain. Cheers.
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