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I'm completely new to space marines and was wandering what i should put on my captain.
Start with lots of golden accessories... Swanky shoes and shiny shirts are in as well!
Seriously though, you have to tell us what ARMY/STRATEGY you like to use. Captains can be tricked out to be a close combat, jump pack monsters, bike commanders, stay-and-shoot models or regular lead-from-the-front-supper sergeants. Probably all are valid choices, so you need to give us more info before you can get an answer...
Also, look through the army list sub-forum, find a similar army to yours and see how those commanders are loaded up with weapons/war gear.
And finally, perhaps you should look into taking a Chaplain or Libby instead? Or perhaps a names IC?
It all depends on what you want from your commander...
what chapter are you playing? this will make a huge difference on how you gear him.
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A hq will always fit one of two roles, I call them support hqs and leading hqs.
In the space marine codex I prefer support hqs as they improve whole squads, + if they die its not much damage to your killing ability. Most of the named characters, chaplains, and librarians (MotF too if you run a dreadnought army because he supports by moving dreds around the FOC) are supporting hqs, they are generally more help.
However, some find that they want a leading hq, a single man unit capable of cutting down countless numbers of the enemy. We are given the captain/chapter master (althought the chapter master upgrade is overpointed for the bombardment you gain).
At base value, lets consider the pros and cons:
Decent statline, high WS, multiple wounds and an invulnerable.
T4, 3+ armour no eternal warrior=instant deathed by a missile launcher if it gets through the invulnerable.
No power weapon
Slow, only moves 6" a turn (same problem with assualt terminators).
So your wargear has to add more pros (as there are hardly any) and remove the cons.
The first con, instant death is hard to solve. The only thing that gets close is a storm-shield. I find though that this is too many points for 1 out of 6 more passes. Therefore I leave this con as it cannot be removed (this is the reason I don't like captains, you run into a tactical squad, kill some and then get hit by a powerfist, fail your invulnerable and die).
The second con is his raw killing power. This can be augmented with a variety of weapons and wargear. There are a few offensive set ups:
1). Power sword+bolt pistol+melta bombs: This is the cheapest set-up, and also has the most attacks. The meltabombs are there to add versatility against vehicles (although they are not important so feel free to lose them). This combo fails against high toughness/MCs. Infantry Killer
2). Relic blade and (storm)bolter (hellfire rounds, stormbolter and melta bombs can be added as point-fillers): This combo gives you the higher strength to deal with MCs at the sacrifice of one attack. The bolter is more effective here as the bolt pistol does not give you an extra attack. Heavy Infantry killer (sometimes MCs as well)
3). Twin-lightning claws: This is the more expensive version of the power-sword+bolt pistol. However, with the ability to re-roll wounds you can do a lot more damage to heavier infantry (and you'll never make the points back unless you attack these guys).
4). You may say that surely a thunderhammer or powerfist would solve the low strength problem, but it also ruins the captain's beautiful I5, one of his redeeming features. So no powerfists/thunderhammers.
Combi-weapons can be added depending on your common foe (hordes=flamer, mechanised=melta...) although they are point fillers. -If you want one melta is the best versus all possible opponents. Never use plasma as you can't charge after firing it. The stormbolter is a pointfiller
You can of course give your captain terminator armour. I would avoid this as it does not give him an invulnerable and you should never DS him (drop pods are okay but no DS). Just buy him artificer armour instead.
Digital weapons can be useful but only as a point filler, and I would avoid using them becuase you put too many points on a vulnerable model.
Finally the 3rd con: mobility.
This can be solved by:
This section is easy. If hes going with with a unit in a transport, problem solved.
If hes going with a bike squad (/your running a bike army), put him on a bike.
If you like assualt marines despite them not being one of the best units in the codex, then a jump-pack.
Pick the mobility to fit the unit he joins (and always join him to a unit to avoid instant-death).
Last thing: After a few games, you might find yourself wishing that the squad rerolling hits (chaplain) would do more damage in the assualt than a captain and squad, or that a particular pyschic power would really help in a couple of games. This is what happened to me, if it does then try proxying a chaplain for your CC squad, or use a librarian to get that pychic power, and see which you prefer.
Hope this helps, and please ask if I've forgotten to mention anything, I don't have the codex on hand at the moment to double-check everythings mentioned.
All Terminator armor comes with an invulnerable save, but the captain/chapter master already has a better invulnerable save from the Iron Halo.
Artificier armor is the way to go. Much more flexible wargear options and still has the Iron Halo.
well my chapter is a custom made one, called the stormlords, so it would be your standard marines. they favour anything to do with thunder and lightining, so i think its either twin lightning claws or i could try a relic blade or power sword (and use lightning pattern on them) also, are jump packs and artificer armour good options?
oh and my strategy would be to send my captain with a melta squad to assualt my opponment, so it would have to be a offensive
Last edited by isiswarrior899; September 1st, 2010 at 17:07.
I like your twin lightning claws or relic blade idea as it'd fit with the theme you have for your army. I'd only go the jump pack route if you plan on attaching him to an assault squad or vanguard squad with jump packs. Artificer armor is nice to have but for me I only use it as point filler most of the time.
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