Captain's got good
WS, but also has a good
BS. 6/5 respectively, while chaplain's only 5/4. Chaplain gives rerolled failed hits, but captain gets you a command squad. Command squads are okay in
HTH, but are also well equipped to be a shooting squad, being as you can give the standard bearer a combi-plasma, then stick two more plasmas in the squad and give the captain and champions both plasma pistols. Oh, and the apothecary grants feel-no-pain.
So, the Captain's cool, if you stick him and his squad in a razorback, fly them to a hard point in the enemy's line, and drop some serious burn on his tough infantry or light armor.
The chaplain's cooler in
HTH than the captain, as he grants rerolls in
HTH, but otherwise has poorer stats than the captain, and isn't my ideal pick.
I'll try to work on a pro-con list of what I've used. I haven't used everything in the codex, but maybe I'll just point out the flaws and gifts most apparent to me for those units.
Cheers.
EDIT: Note, you don't have to use plasma. Meltaguns, flamers and even heavy weapons have served me well in the past.
Ballistics Skill (p6 p18 40k 5th)
Big Shoota (p106 40k 5th)
Bullshit (all other forums) |
| Hand To Hand/Close Combat - Assault (p33 40k 5th) |
Weapon Skill (p6 40k 5th)
Wolf Scouts (p27,88 C:SW)
White Scars - Codex: Space Marines
Warp Spiders (p36, p65 C:Eldar) |