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Say I had the points to put either in an army, which would be better, the force commander or the chaplain???
if its your only HQ and the army is under 1500 or less, then the chaplain and an assault squad is the way to go. however in anything bigger the leadership upgrade is certainly worth it.
Take life seriously, its lethal.
Hands down chaplain. Comes with invurn saves, power weapon, litanies of hate and such.. nothing to lose at all. But if you need all your marines, then force commander can provide good LD all around.
Hard question since we don't know what sort of army you are playing. Personally, I usually go for the chappie for the reasons the others gave.
Beware the Agapanthers!
Codex Astartes: More a guideline than a rule...
Commander, great model for conversion work and faily inexpensive depending on what kind of army type you play. Commanders offer the ability to be played as either close combat models or shooty models where the chaplain becomes a waste if you try mto make him a shooty model...
Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.
"The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
Member of the Fluff Masters Clan
wel, in EVERY aspect a chaplain is better. but i prefer commanders because everybody uses them. also it annoy's me that they stole litanies of hate from IG.
2000pts Orks 4-2-1
Captain is, in most cases, an unnecesary unit. The units that need LD have a veteran sergeant, and the units that don't have one don't need it. The chaplains benefits,however, are more than valuable. It makes a squad fearless, and gives re-rolls to hit on the assult. This, combined with the power of an assult squad, makes for a devastating unit (and thus is often used this way).
As the point value of the army rises, the captain does become more valuable. Losing units can mean losing a flank, and that's why they need to stand their ground. Soup up a master vor survivability, and your whole army will have LD 10. No more falling back
Give the guy a CC-oriented command squad and a drop-pod, and you're going to get his points back too...
"I have died a thousand deaths, and I will die a million more..."
Both the master and the chaplain are sound investments of points. That being said, the benifits a Chaplain grants to a tooled-out assault squad, in my opinion, outweigh the benifits of a Captain. Pretty much every 1500 point marine army should invest in such an assault squad, and so pretty much every army will be better served by taking a chaplain than by taking a captain.
The captain is a viable choice, though, especially in tac-squad or dev-squad heavy armies, as well as (as been said) larger games, and should not be forgotten. I keep both on hand, though anymore, I use my chaplain far more often.
It should be noted that both excell primarily in their point costs, which are quite low, comparatively. My builds are:
Reclusiarch, jump pack, terminator honours, bolt pistol, frag grenades, jump pack
(an upgrade to a Master of Sanctity provides a wound and a leadership. the leadership is entirely worthless, and the wound I don't generally find to be worth 15 points. This upgrade is the next thing to give him, though, if the points are available)
Captain, Terminator Armour, Pair of Lightning Claws
(an upgrade to Master is almost certainly worth it for 15 points. The extra leadership is huge, and the extra wound is nice, too. Definitely the next upgrade he gets is the upgrade to Master. I will often play a captain instead of a Master, however, simply because bringing the Master of a chapter to most games seems wholely inappropriate.)
Hope that helps.