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+ Chaplain - Tactica and Strategica +


Race Bannon

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gallery_6494_6331_643.jpg The Rebuke


Attending to the spiritual well-being of their Battle Brothers, Chaplains are often found in the thickest fights. Awe-inspiring warriors, these Space Marines carry items that befits their office within the Chapter and shows their religious connection to the Emperor.


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To guide discussion:


What are unit’s strengths?


What are the unit’s weaknesses?


How would the unit be used tactically (by itself or in concert with another unit)?


How would the unit be used strategically (as part of an overall plan)?


What formations can the unit be found, as mandatory or as an option?

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What are unit’s strengths?

 

Fairly customisable.

Force Multiplier.

 

What are the unit’s weaknesses?

 

Low in wounds, still only T4 3+/4++

 

How would the unit be used tactically (by itself or in concert with another unit)?

 

Swiftstrike and murder, jump pack, with a squad of vanguard veterans. If they jump out of a hovering Stormraven, even better.

 

How would the unit be used strategically (as part of an overall plan)?

 

Slice and dice. Send against whatever is in range and watch it die. Takes pressure off assault squads.

 

What formations can the unit be found, as mandatory or as an option?

 

PDC

BDC

SSKT??

SFC/Reclusiam Command Squad

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I like giving him the Raven Skull of Korvaad and a jump pack and attaching both him and Murderwings to either an Assault squad or Vanguard squad. It buffs his WS and LD and if he dies any friendly model gets Rage and Hatred within 6" of that spot for the rest of the game.

 

Nice challenge deterrent. Do you really want Murderwings and a squad of Vanguard getting Rage and Hatred?

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I use Chaplains as insurance for low rent melee units like Assault Squads, or as an anchor for durable, hard-to-shift objective takers.

When attached to something like Assault Marines, he allows you to skip paying for veterancy on the sergeant because of Fearless, and because of rerolls to hit. I typically pay those points for veteran status simply too ensure I have another die to throw for my lightning claw. The pile of basic attacks from the rest of the squad typically get reduced by half when you roll to hit, then half again when you roll to wound. Rerolls to hit in the first round help those Marines pile on just a few more dice.

I find that a Big Nasty unit like Vanguard hits TOO hard with Chaplain attached. They punch right through the target, leaving backsides in the wind for enemy shooting next turn. Vanguard typically have no issues with Leadership, so don't need Fearless, and the Chaplain adds nothing to the unit in the form of survivability to shooting.

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If I add a Chaplain AND Murderwings to a Vanguard Veteran squad, I plan on going big game hunting with them.

It's all a matter of play style choice. That combination certainly will work. I personally prefer to spread things out some, so my opponent has to focus a tiny bit harder to clear me out.

 

In the past, I've also used Chaplains to great effect keeping fast units on the board through the first turn of enemy shooting and morale tests. My old bike army used to be very vulnerable to failed morale in turn one. Chaplains (and banners) kept those units on the board when deployment put them very close to the board edge. Nothing stinks more than watching a jump out bike unit run off the board without ever doing anything beyond being deployed.

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