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  1. #1
    Chapter-Master
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    Feb 2012
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    Oakland, California, United States
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    Default Kitting out a Power Armor Captain

    This is probably my last thread on the topic.

    I've got a power armor chaplain and a terminator chaplain, I've got a power armor librarian and two terminator librarians (one with storm shield, one with storm bolter), I've got a terminator captain, and I've got a model I could use as a Master of the Forge (without conversion beamer - I know I'll someday want both a MotF with conversion beamer and a MoTG with conversion beamer and bike). I've also got the start of a power armor (well, artificer armor, probably) captain - all he's missing is his head and arms... which brings me to the point.

    Given how WYSIWYGlicious the captain's wargear is, and how many options there are, and the fact that I really only want to build one captain of each armor type, what do you think is the best loadout for a captain, with a special focus on the decisions that influence the way I build the model?
    ElectricPaladin Paints: http://tiny-plastic-dead.tumblr.com/
    ElectricPaladin Writes: burningzeppelinexperience.blogspot.com

  2. #2

    Default

    Artificer armor + Iron Halo to me says "beats up on guys who are unlikely to pack multiple AP2 Melee weapons." That means a lightning claw and power fist to me, ideally. Relic blade is a good substitute for both that is a little cheaper, but as an LC is only 8% less killy than a relic blade vs. T4, the two specialist weapons are the better points-blind option in my book - unless you want to take a gun. Since I think captains work best in assault, I prefer the combi-melta as a gun (since it gives the captain an assault weapon).

  3. #3

    Default

    I prefer the combi-flamer for anti-assault. I like it when my opponent has to roll multiple saves vs. a single weapon!
    "Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life." ~ T. Pratchett

  4. #4
    Chaplain
    Join Date
    Jun 2010
    Location
    Houston, TX
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    262

    Default

    I like the good ole staple of relic blade combi Meltagun and hellfire rounds

  5. #5

    Default

    The best Captain loadout is to play him as a Librarian or Chaplain instead.

    Pretty much the only reason to bring a vanilla marine Captain is to put him on a bike and make bikes troops. That's it. He doesn't do anything else enough better than your other options to warrant giving up the powerful special rules they bring.

  6. #6
    Chapter-Master
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    Feb 2012
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    Default

    Quote Originally Posted by Bean View Post
    The best Captain loadout is to play him as a Librarian or Chaplain instead.

    Pretty much the only reason to bring a vanilla marine Captain is to put him on a bike and make bikes troops. That's it. He doesn't do anything else enough better than your other options to warrant giving up the powerful special rules they bring.
    Well, I've got a captain chassis and I'm going to use it. No reason not to. Maybe they'll be better in the next 'dex? Then won't I be happy I did this?

    But yes. In real life, I'm probably always going to play either a librarian, a chaplain, or the Exorcists special character (who, while technically a captain, has several tasty benefits).

    And yes, a biker captain and a biker command squad is on my list of projects.
    ElectricPaladin Paints: http://tiny-plastic-dead.tumblr.com/
    ElectricPaladin Writes: burningzeppelinexperience.blogspot.com

  7. #7

    Default

    I run my Captain with artificer armour, power weapon, bolt pistol, melta bombs and jump pack, and run him with an assault squad, and if I have some spare points I'll throw in digital weapons. I never play competitively so its all about the fluff of my army for me, I'm simply not interested in mathhammer, or min maxing with librarians or chaplains, my bad *** Capitan Gaius Vakarian runs the show. That being said, he and his squad consistently butcher their way through enemy squads and vehicles alike! Bottom line is, play what you want! Don't cave in to the interwebs chumps telling you to leave the Captain at home because they are "teh suck".

  8. #8
    Chapter-Master
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    Sep 2009
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    Sacramento area
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    Default

    The problem with Captains is that all they really bring to your army is assault, and THSS Terminators/Veterans do that better, while Librarians can provide an array of force multipliers for your army depending on the psychic powers you take. I'm of the opinion Chaplains suffer the same problem. If you're hitting something with THSS Terminators, it's dead so long as the THSS Terminators live to hit, rerolls or no, and since all the Chaplain really brings is rerolls on the charge it's not as useful a buff as what the Librarian can get, nor an enabler for a particular type of list such as the Biker Captain.

    Anyways, just magnetize the arms so you can take whatever weapons you want.
    I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer.

  9. #9
    Daemon-Prince
    Join Date
    Mar 2012
    Location
    The Frozen North
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    2,376

    Default

    I think don't take one.......Power armor captians tend to explode before they can pay for them selves (at least for me) But if you must run him Stick a jump pack on him and add a Relicblade\Plasma Pistol for some cheap anti-terminator fun.
    Potential war gameing Jawa.

  10. #10
    Veteran-Sergeant
    Join Date
    Apr 2012
    Location
    El paso tx
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    105

    Default

    i like the relic blade storm bolter option (from the sm dex) using dig weapons and art armour add a melta bomb and your enemy isnt going to look at it too hard at first
    "There's too many men, too many people, Making too many problems,
    And not much love to go round, Can't you see this is a land of confusion?"

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