Questions about making a chapter

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Seb
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Re: Questions about making a chapter

Post by Seb » Fri Dec 03, 2010 2:05 am

Thanks mate, I will do my best not to let you down. :D

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Re: Questions about making a chapter

Post by Seb » Sat Dec 04, 2010 4:23 pm

I already bought my commander with terminator armour and just realised a miss..

Chapter Master 1:
Terminator Armour
Thunder Hammer
Storm Shield
Total... 200 points

Chapter Master 2:
Artificier Armour
Thunder Hammer
Storm Shield
Total... 185 points

I chose option 1 because I thought it would give better protection using terminator armour, but last sunday at the games, Prim explained the saves system for me and I realised that it doesn't matter if you have artificier armour or terminator armour with the chapter master since he has got an iron halo giving 4+ inv. save anyway.

On top of that the Artificer armour config. has got a LOT of nice options like jump pack, bike, relic blade etc. PLUS it is cheaper point wise.

Can anyone think of any other benefits of choosing terminator armour for a chapter master?
Last edited by Seb on Sat Dec 04, 2010 4:34 pm, edited 1 time in total.

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Re: Questions about making a chapter

Post by Primarch » Sat Dec 04, 2010 4:33 pm

The terminator armour allows you to deepstrike. You cant do that without buying a jump pack for power/artificer armour. You can also make use of teleport homers as well as locator beacons. JPacks only use locator beacons.
I think the terminator option is only 195 points though.
Also, nothing is stopping you from getting another model, putting it on a bike with a relic blade and saying that is your chapter master's other set of wargear.
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Seb
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Re: Questions about making a chapter

Post by Seb » Sat Dec 04, 2010 4:37 pm

Primarch wrote:I think the terminator option is only 195 points though.
Aye, you are right my bad it is 195 points.

I see now that If I really want the deep strike ability, I will be able to get it cheaper from the Terminator config.
Thanks!

By the way Prim, I also want to ask about other wargear options.
I am looking at the codex now and see for example:

Take Melta Bombs... +5 points
Take Digital Weapons... +10 points
Take Hellfire Rounds... +10 points
etc.

Am I allowed to pick these options if I take terminator armour?

Thanks!
Last edited by Seb on Sat Dec 04, 2010 5:36 pm, edited 1 time in total.

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Admiral-Badruck
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Re: Questions about making a chapter

Post by Admiral-Badruck » Sat Dec 04, 2010 5:22 pm

I do not think you can... I have never taken a Terminator Character that was not a guy from the books...
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Re: Questions about making a chapter

Post by Primarch » Sun Dec 05, 2010 4:49 am

Seb wrote:By the way Prim, I also want to ask about other wargear options.
I am looking at the codex now and see for example:

Take Melta Bombs... +5 points
Take Digital Weapons... +10 points
Take Hellfire Rounds... +10 points
etc.

Am I allowed to pick these options if I take terminator armour?
Yes you can. Terminator armour specifically states which pieces of wargear it replaces (bolter/bolt pistol, close combat weapon, frag and krak grenades). All of the other wargear options are still available.
Hellfire rounds are useless since you dont have a gun though. You may want to consider an Auxiliary Grenade Launcher though. Digital Weapons will be a good choice. Melta Bombs less so since you hammer should damage most vehicles (Use the melta against land raiders etc)
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Re: Questions about making a chapter

Post by Admiral-Badruck » Sun Dec 05, 2010 5:28 am

This give me some thing to think about... I may have to re thing the Terminator Captain they are very good but I want to sweeping advance stuff... and if I am not mistaken terminators may not do that...
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Re: Questions about making a chapter

Post by Primarch » Sun Dec 05, 2010 5:48 am

Admiral-Badruck wrote:This give me some thing to think about... I may have to re thing the Terminator Captain they are very good but I want to sweeping advance stuff... and if I am not mistaken terminators may not do that...
Terminators may not sweeping advance, that is correct. Really the artificer armour route is better unless you want to deep strike.
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Re: Questions about making a chapter

Post by me_in_japan » Sun Dec 05, 2010 6:30 am

I find terminator armour to be a slight disadvantage in most games. I only have 1 model for my Chaos Lord of Nurgle, and he's in termi armour. He clocks in at a LOT of points, and there have been many occasions when I just wanted a basic CSM lord in power armour as my HQ choice. I would strongly recommend keeping the termi captain for bigger games (deep striking is not to be sniffed at - it has its uses, for sure) but its definitely also worth building a basic power armoured version. Make it fancy power armour and you can call it artificer armour when you need to. You can even make it look similar to the termi version to make him identifiable as "Captain Jimbob of the Silver Surfer chapter" as opposed to just "generic marine captain model".

Bikes and jump packs have their own advantages and disadvantages, and are comparable to termi armour in terms of usefullness, but basic power armour is what you'll keep coming back to when points are at a premium and you really, really think that an extra lascannon in your devastator squad will make all the difference.
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Re: Questions about making a chapter

Post by Admiral-Badruck » Sun Dec 05, 2010 7:47 am

What is the disadvantage of a jump pack... I sure can not see any reason for not taking one.. if you have the points ... I also do not see what is wrong with a bike sure you can't get in the LandRaider but you can hide behind it... and that is just as good if not better in some cases...
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