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Watch Captain Gear Advice


Syward

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I'm going to convert Haldor Icepelt into a Watch Captain with a Thunder Hammer for my Deathwatch. 

 

He is going to be to drop in via one of two Drop Pods on Turn # 1 accompanied by a Librarian and two 5 man veteran squads with Storm Shields & Combi-Plasma.

 

His primary purpose will be to provide re-rolls for the veterans and to be equipped with The Beacon Angelis to pull one of my 'Inter-gressor' squads into range. 

 

I'm not sure what weapon to give him though. Should I give him a Storm Sheild, a Storm Bolter, a Combi-Plasma or a Plasma Pistol? 

 

I'm leaning between a Storm Bolter or a Storm Shield, but I'd love to hear your opinions.

 

Thanks.

 

 

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Love Captains because there are so many fun variations that don't overly impact him if his primary role is to give rerolls. I will suggest that maybe a watchmaster is better in the mass combi-plasma role as you can reroll 1's and 2's if firing both profiles (hitting on 4's, no overcharge). If just plasma, you definitely only want to reroll the 1's.

 

My usual go-to captain for that roll is a storm bolter and lightning claw. Or combi-plasma if I have extra points. A power fist could be fun. The big thing for my captain is trying to deal with the melee that is bound to charge me after I drop in.

 

I've toyed with banebolts a few times on the SB... great for a 2 dmg gun but I wouldn't pin everything on those mortal wounds.

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Love Captains because there are so many fun variations that don't overly impact him if his primary role is to give rerolls. I will suggest that maybe a watchmaster is better in the mass combi-plasma role as you can reroll 1's and 2's if firing both profiles (hitting on 4's, no overcharge). If just plasma, you definitely only want to reroll the 1's.

 

My usual go-to captain for that roll is a storm bolter and lightning claw. Or combi-plasma if I have extra points. A power fist could be fun. The big thing for my captain is trying to deal with the melee that is bound to charge me after I drop in.

 

I've toyed with banebolts a few times on the SB... great for a 2 dmg gun but I wouldn't pin everything on those mortal wounds.

 

Why only re-roll the 1's on if it's just plasma and why no overcharge?

 

My captain will have a Thunder Hammer, which I figure will help with the inevitable charge after I drop in. After thinking some more, I think I'm going to choose between Combi-Plasma & a Storm Bolter. The plasma would be nice, but if I give the librarian the beacon & take bane bolts on the Captain, the extra damage and the chance at mortal wounds would be really nice too...

 

I'll also be taking a Watch Master, but I had planned to have him stay to provide re-rolls for my back line Lascannons & missiles (two Venerable Dreads w/TLLC & ML and my two Land Raider Helios). 

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If points are a concern I’d take the Storm Bolter. If not, combi plasma or melta. The melta would give him more punch on T7+ units on turn 2 and later.

 

You don’t want to overcharge your combi plasma if you’re firing both profiles as it gives you -1 to hit, which, after modifiers, turns your 2s into 1s which cause the model to die.

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You don’t want to overcharge your combi plasma if you’re firing both profiles as it gives you -1 to hit, which, after modifiers, turns your 2s into 1s which cause the model to die.

 

Oh! That makes sense - is this still an issue if I were to put the Watch Master with them b/c he re-rolls all failed hit instead of just 1's?

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Yes, you’d be able to reroll the 1s and 2s. But there’s still the risk of melting their faces off shooting the plasma lol.

 

If the re-rolls fail right?

 

Maybe I should use the Watch Master in the Drop Pod and put the Watch Captain in the back line w/the Dreadnoughts & Land Raiders. I think I'm going to give the Watch Captain a Storm Bolter to make use of the Bane Bolts. The AP isn't as good as the plasma, but the potential damage done is higher.

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Personally and this just may be me, a captain with melta fist and shield tends to scare allot of people and adds a little extra anti armour whilst maintaining the ability to go toe to toe in combat

 

Hmm... that's a good idea - any suggestions on making a melta fist for a Primaris Marine? (I know how to do it for a Terminator)

 

 

Hmmm, I use one of my captains with a thunderhammer and stormshield and jumppack. Good results

 

I've already got another captain with a TH+SS & Jump Pack. This captain is going to hang back and provide re-rolls for either my back line (2x TLLC + ML Ven Dreds & 2x LRH) or the veteran squads that drop pod in on my 1st turn as his primary job - the TH was b/c it looks cool & in case he gets a chance to charge a high value/toughness target.

Edited by Syward
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I'm using a watch captain with jump pack, mc-boltgun and a relic blade a lot. His Mission is to kill heavy infantry and characters, while supporting the fast units with his rerolls.

I'm also liking the standard terminator captain with a stormbolter with the relic(tasty mortal wounds) and a relic blade. I'm uusing him for a CP free deepstrike to support a deepstriking intercessor/hellblaster killteam or a leviathan dreadnought.

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Personally and this just may be me, a captain with melta fist and shield tends to scare allot of people and adds a little extra anti armour whilst maintaining the ability to go toe to toe in combat

 

Hmm... that's a good idea - any suggestions on making a melta fist for a Primaris Marine? (I know how to do it for a Terminator)

 

 

 

Hmmm, I use one of my captains with a thunderhammer and stormshield and jumppack. Good results

 

I would use standard marine sized power fist out of vanguard vet or similar kit, personally I find 30k stuff has the best options here if only a little costly. Just depends on your bits box.

After that I would just an inferno/meta pistol from the BA range or something similar and remove the entire lower half of the gun below the barrel, carve it curved or dremel if you have one, attach to the underside of the fist and use thick guitar wire for the tubing, droll a large hole to insert it from the rear, (that stuff has some strength) and then fill gaps with green stuff as needed.

 

Wasn't 100% sure on how much detail you needed so rather overkill than not.

 

I think regular marine arms scale fine with Primaris so not a huge issue but honestly I think this is doable with any fist.

If your thinking of him sitting back with Primaris however I would make him a regular captain and give him the relic shield if you think it will compliment the list and make the troops more survivable unless you have in unit from another source or feel the points and cp are better spent elsewhere.

Based on protecting the ven dreads and vets I don't really think the invun would help a great deal if the vets have shields but a melta fist cap on jump pack is still better than a Primaris cap with just the melta fist.

Even if he is meant to sit back having the option to fly in and be a threat or using his vertical movement could be a huge boon and at similar points I would be tempted.

 

 

 

 

I'm using a watch captain with jump pack, mc-boltgun and a relic blade a lot. His Mission is to kill heavy infantry and characters, while supporting the fast units with his rerolls.

I'm also liking the standard terminator captain with a stormbolter with the relic(tasty mortal wounds) and a relic blade. I'm uusing him for a CP free deepstrike to support a deepstriking intercessor/hellblaster killteam or a leviathan dreadnought.

 

Exactly what I'm doing minus the relic, great Reroll source for deep striking vets, cheap to run and the 2+ really helps if your not tank hunting as most things only tickle you.

Great choice on the leviathan as well, have you considered a melta fist and shield terminator squad, really makes use of the captains rerolls in combat as well and really scary.

Edited by Duke Danse Macabre
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