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Im having serious trouble picking my HQ for space marines. So i wonder which ones do you use how do you use them and why.
Chaplian in terminator armor, or a jump pack.
all grouped together with a assault terminator squad, on the charge they unleash death.
reroll to hit, and to wound with the LC. I usually add 2 terms with thunders and ss.
Depends on the list.
In 1500 I run Kantor, and use Sternies because they can be troop choices. Since I like Sternguards already, including him only makes the more effective and opens up room for other things.
In 2000, I run Shrike because I like the fact everyone gets fleet. I have a few more points to work with too, so making troops out of Sterns isn't neccesary.
I have used a Master of the Forge a bit in order to take 4 elites.
I've also considered using Chaplains with Assault teams (re-rolling hits w/ a lightning claw crew is awesome, this would be in a 2000 pt list minimum), and a standard chapter master in order to take Honor Guards (this is in a larger list).
For you, I would look at each HQ, determine what their strengths are (Shrike makes for an awesome assault crew, Pedro for Sternguard swarms, Chaplains for assault crews, etc.) and then pick the HQ whose play strengths are closest to your style. I'm kind of a mobilization ho, and play a bunch of DPs and Rhinos often, and I LOVE sternguard. Thus, Kantor is a natural choice, and giving them fleet in 2000 pts is fun because of the advantage it gives to assault battles.
My army contains mostly regular marines and a few terminators and dreadnoughts. Perhaps sicarious is the way to go? He´s a bit to pricey for my tastes though. I was thinking about including a master of the forge, is he any good? and how should one equip him? Servitors or conversion beamer?
You have lots of choices from the codex, but what i'll do here is give you some tips on why you would chose the basic HQ options.
Chapter Master: Basically a captain with Orbital Bombardment - a wonderful weapon that you can use turn 1 to obliterate groups of enemy. Excelent at low points levels. Can be equiped with almost any weapon to make him excel at CC and ranged alike. The only unit that allows Honor Guard to be taken.
Captain: Cheap and effective, with upgrades that can make him excel at CC and range. Take on a Bike to make Bike squads count as Troops. The only unit that allows Command Squads to be taken.
Librarian: Same price as a Captain. Comes with Force Weapon for instant-death goodness, and has psychic powers that are not only free but very good as supporting other units. With the right powers, a librarian can shoot or hit in CC better than a Captain or Master.
Chaplain: Same price as a Captain. Grants re-rolls to hit on the charge to attached unit - epic for close-combat power. Almost useless at range.
Master of the Forge: A Little used HQ option and the same price as a Captain. Only slightly better than a normal Marine, yet replacing his servo-harness with a conversion beamer gives you one very powerful long-range weapon. Also allows all Dreadnought variants to be taken as Heavy Support choices as well as Elites - good for a 6-dreadnought army.
The special characters have a lot more unique options to them that I wont go into, simply because this post would end up about 11 pages long.
For 1500 points battles I will use a Chaplain with jump pack, joining an Assault Squad.
The Chaplain boosts the CC power of the Assault Squad a lot (I need it since it is the only specialized CC unit in my army, which is mostly shooty) and it is quite cheap too.
As a sidenote, I would never field a Chapter Master, unless playing an Apocalypse-sized battle... fluff-wise, I think a Chapter Master is too valuable and he won't risk his life in small engagements (unless you have a very convincing fulff behind the battle!).
Chap master with honor guards, 2 lightning claws in landraider or droppod
Black templars grimaldus chaplain and emperors champion
I tried fielding Sicarius yesterday and he did well... kinda.... Sure he´s nowhere near worth his points but he gives the army a few nice bunuses. And he can with a bit of luck kill the odd guardsman. In my game he killed a GK terminator with his plasma pistol and a squad of regular guardsmen, while his free veteran skill allowed me to get a side shot at a lemanruss(destroyed the battlecannon turn 2) thanks to outflank.
Since I do not know anything, about your force, I will give some general tips.
1. It depends on your Chapter. Are you using a known one which have SCs in the codex, a known one without SCs in the codex, or is it one you made up?
2. What is your style of play? Assault, stoic, or balanced?
3. I would use a Captain to lead, in small point forces ( under 1500 ). In larger games, I would use a Chapter Master, if you so desire ( 1500+ ). Each choice, can have a supporting squad, which can be tailored to the same role as your Master or Captain. Keep in mind, however, placing a Captain on a bike CAN effect the make-up of your force ( if you wish it so ).
4. Librarians and Chaplains, in my own humble opinion, are support HQ. Their abilities, in most cases, affecting one squad rather than the whole force. Librarians have their powers, which can be tailored, to your liking/force type/enemy faced.
5. The MoF is a new, an interesting, choice. Including one, in your force, allows you to include up to 6 dreadnoughts ( any type ). They also have "Bolster Defenses", which can be really helpful, depending on the board you are playing on. Again, I consider them a support HQ. If you wish to make an Iron Hands Chapter, they fit the "fluff" nicely.
Why not, let us know, some more about your force?
It would make it easier, for us, to 'zero in' on exactly the help you need.
Just my two bolter casing.