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Proud and strong, yet humble and wise. Chosen for their prowess and raw fighting skills on the battlefield as well as their logical and quick reasoning and charismatic skills of leadership, Space Marine Captains are the elite of the elite of the elite. Supreme warriors, mighty idols in charge of entire superhuman companies, trusted with the protection of Mankind and feared by their enemies when they take to battle amongst their brethren.
Space Marine Captains and Chapter Masters are one of the three generic HQs in Codex: Space Marines. Very adept at close combat and very flexible as to how they can be equipped. Little special, however, unlike all of the other HQ choices with their unique abilities.
What are your experiences with or thoughts on Space Marine Captains and Chapter Masters? Do you use them, when do you use them, how do you use them? How do you equip them? Discuss.
I usually run 2 builds of Cap'n- One for low-point games and 1 for medium point games. (At high I swap him out for Vulkan)
The low-cost one clocks in a 133 points, boasting a Lightning Claw, a Stormbolter, and Artificer Armor. Durable, Effective, and Cheap. If I've points left over I may give him an Aux. Grenade Launcher, too.
The high-cost one is a 160 point beast, sporting a Relic Blade, Artificer Armor, and a Storm Shield (Vulkan on a budget).
Space Marines: W15/L7/D3
Imperial Guard: W6/L4/D0
Like Grey, i have 2 cap'n builds one, -bike, relic blade 165pts good damage , speed, suriviablity. Second is Korsorro on moondraken. Both lets me free up fast attack slots : ) Otherwise dont like spending a lot of points of a HQ slot so low points I normally just bring a Librarian.
Always a relic blade. I prefer captain to chapter master as 25pts for orbital bombardment that always seems to miss is a bit too much for me (unless I want to run honour guard though). Maybe artificer armourif I have the spare points. Storm shield is too many points for +1 to invulnerable. (although hellfire rounds can be helpful, and I may take a combi-melta/flamer as well). Jump pack and bike added depending on the squad he joins.
I use him in three ways:
1. Counter assualt- stick him with sternguard and suddenly people don't want to charge them anymore. Also, he sucks up Ap3 shots that from shooting (unless there S8+...).
2. I'M IN CHARGE!!!!!!- Stick him at the front with a combat-awesome squad and kill EVERYTHING. (not advisable)
3. Just to add extra combat power to things like assualt marines, who need it. (or combat scouts in fun games)
(4. Terminator armour, lone teleport, expensive distraction but it can work and be worth it sometimes (especially if it makes them turn their tanks around...)
The problem with the captain is that he breaks my law of HQs: A Hq should be used to increase the effectiveness of as many models as possible. He should also be cheap as quantity is better than quality.
Now the chaplain and librarian fulfil this better with psychic powers and chaplain charge. Master of the forge does the dred thing. Meaning that the only captain i'd ever take OVER a different space marine Hq is a bike captain for a bike army.
p.s. I would prob use them more if he had a power sword standard and maybe cheaper options.
Relic blades are the way to go in 5th edition for some reason just like meltas. I run calgar(dont hate) against tyrnids and each game he can kill as many carnfexs as you send him at other wise i just run a chaplin,in terminator armor with terminator assualt squad with lightning claws in land raider crusader, chaplin with jumpack in 10 man assualt squad. Or my favorite llist i run if im just playing for fun master of forge on a bike with 6 dreadnoughts all drop poding in
Space marines 6 dread army Wins: 4 ties:2 Loses:7 Modified Standard nilla marines Wins:37 Ties:8 Loses 42 Daemonhunters Wins:3 Ties:0 Loses:1 Full assualt concept army wins: 6 Ties: none Loses: 2
Just a precaution lest this thread derails: please discuss generic Space Marine Captains and Chapter Masters here only.
There are seperate Topics of the Week for Special Characters, Librarians, Chaplains, and the Master of the Forge. Please look up the respective threads in the Topic of the Week Index if you want to discuss those. Thank you, fellow Space Marine commanders!
I rarely take a Chapter Master, as I usually don't want Honour Guard. Bombardments are a waste of points imo.
I usually buy the following, in this order, depending on points limit:
Relic Blade (essential)
CombiMelta/Flamer (to match the squad I'm sending him with, and the enemy I'm fighting)
Artificer Armour (2+? Don't mind if I do! Takes the sting out of krak missiles)
Hellfire Rounds (can really help sometimes against MCs)
Obviously I'll put him on a bike/jump pack if I want a biker/jump army
I almost never buy:
Storm Shield (no point when I've got a 4++ already and it removes my combiweapon)
Terminator Armour (Artificer is better)
Storm Bolter (I prefer combi weapons, especially as the Stormbolter is an odd number of points)
Aux Grenade Launcher (nice, but I rarely find it makes back it's points)
Captain, powerfist, storm bolter.
Cheap, killy and works in absolutely any SM list you can think up.
I am fond of this setup in infantry based SM lists rather then going pod/rhino death.
I don't remember ever going to battle without a Captain to lead my men.
My current Favourite is Captain with Relic Blade and Storm bolter. He sits back with a tactical squad for protection and can counter most nasty threats that come close with the squad to back him up. He has taken down Daemon Princes in combat and his storm bolter can make a difference at range
I also have my 4th Edition Favourites of Twin Lightning Claws and Jump Pack. He does not get used as much anymore.
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
I've never used a Chapter master. When I do field a Captain I normally field him with a relic blade and a combi-melta. If I have any extra points I usually give him either melta bombs or artificer armor. Then I typically attach him to a combat squad.
The other configuration I've been toying with is a thunder hammer, storm shield and artificer armor combo and then putting him with my terminators when not using a Chaplain. I haven't gotten around to using bikes or jump packs yet, but they are appealing.
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