I was playing a casual game with friends the other day. His Old One Eye and two Carnifexes got punched out by my Dark Angels Gravis Captain using Weapons of the First Legion from the Unforgiven detachment. The Tyrannids damage 1 bounced off the attached Heavy Intercessors and they got smooshed by the damage 3 Powerfist.
I managed to get him to legendary in a crusade. He had the Anvil 2+ return enhancement, a 5+ FNP, half damage from his ability, and his power fist was upgraded to get 6 attacks, damage 3 very luckily. He also eventually got the relic that gave him D3 heal each command phase which turned into a mortal wound pool. Also the Apothecary Biologis had a relic power fist.
The variant with the Heavy Bolt Rifle and Power Weapon is great in a Vanguard detachment. I use a 10 man squad of Heavy Intercessors with 2 Heavy Bolters camps, either my homefield objective or a spot with great fields of fire. Utilizing Strike from the Shadows gives them an extra point of AP, and forces Battleshock. They really don't need the +1 BS because they sit on an objective. That is a lot of S5 AP-2 shooting out to 30". Even in the open, they are T6 3W 3+ (2+ with benefit of cover) and -1 to hit them outside of 12". Melee is the best way to dig them out, but that is a lot of T6 3+ save wounds to dig through to get too the Captain. Meanwhile he gets 6 swings of S5 AP-2 D2 which can each kill a MEQ with each swing
You can modify the Strength, AP, and Damage of Extra Attack weapons no problem: it's just their Attack values that can't be modified. So for example a Firestorm Gravis Captain with War-Tempered Artifice would be swinging around a S7 relic chainsword/S8 relic blade/S11 relic fist. Likewise a Blood Angels Gravis Captain in the Liberator Assault Group detachment would get +2S to any of the relic profiles on the charge. And so on and so forth with whatever other Strength buffs you can find in the various Marine detachments! 🥊
I have also seen discussion if running him solo outside of Vanguard as a durable character. Keep hum out of shooting lanes and hold an objective on your opponent's weak side to draw units forward.
I play one leading Eradicators in my Dark Angel’s army because Unforgiven Task Force has a 1cp fall back, shoot and charge stratagem which is very useful so you can avoid getting tied up and keep the melta blasts coming and then charge back in with the double fist Captain. It also has a get back up enhancement on the Captain making him very difficult to shift off a point in 5 turns.
Unforgiven Task Force has some great strategems. I feel it has some strength for a veteran type army.. Bladeguard? 1 OC. Bladeguard in Unforgiven Taskforce when battleshocked? 1 OC.
I love my Gravis Captain with thief of secrets in Black Spear Task Force. 5A S9 AP3 D3 power fist plus 3A S5 AP2 D3 chain sword. Once he's killed something he gets an extra strength, AP, and damage. I like to have him leading an Indomitor Kill Team, with an Apothecary Biologis with Beacon Angelis. 410 points total for 12 deep striking gravis bodies, led by this melee monster who can also give them free SIA strats on all of their various bolters or teleportatium. Competitive? Maybe not. Fun and fluffy? Absolutely. Also: you said extra attacks cannot be modified. That only applies to the attacks characteristic, not the other characteristics.
In firestorm you can run this guy with the enhancement which reduces damage taken by one... He can halve the damage then reduce damage taken by one... My man needs to tank 6 rokkits before he goes down XD
Literally the most pointless upgrade for him or any other captain. He already HAS a 2+ and a 4++..... You'd be better on throwing that on non-captain leaders, especially ones in deathballs that could be precisioned out, to ensure they can survive.
I was playing a casual game with friends the other day. His Old One Eye and two Carnifexes got punched out by my Dark Angels Gravis Captain using Weapons of the First Legion from the Unforgiven detachment. The Tyrannids damage 1 bounced off the attached Heavy Intercessors and they got smooshed by the damage 3 Powerfist.
I managed to get him to legendary in a crusade.
He had the Anvil 2+ return enhancement, a 5+ FNP, half damage from his ability, and his power fist was upgraded to get 6 attacks, damage 3 very luckily. He also eventually got the relic that gave him D3 heal each command phase which turned into a mortal wound pool.
Also the Apothecary Biologis had a relic power fist.
@@Sonof_DRN2004 Sounds unstoppable.
My captain as well as a group of terminators charged old one eye and friends and did 2 damage. And then got wiped from the board xD
@@uwesca6263 In my case Old One Eye had 10 Heavy Intercessors to chew on while my Captain was using him for a punching bag.
The variant with the Heavy Bolt Rifle and Power Weapon is great in a Vanguard detachment. I use a 10 man squad of Heavy Intercessors with 2 Heavy Bolters camps, either my homefield objective or a spot with great fields of fire. Utilizing Strike from the Shadows gives them an extra point of AP, and forces Battleshock. They really don't need the +1 BS because they sit on an objective. That is a lot of S5 AP-2 shooting out to 30". Even in the open, they are T6 3W 3+ (2+ with benefit of cover) and -1 to hit them outside of 12". Melee is the best way to dig them out, but that is a lot of T6 3+ save wounds to dig through to get too the Captain. Meanwhile he gets 6 swings of S5 AP-2 D2 which can each kill a MEQ with each swing
You can modify the Strength, AP, and Damage of Extra Attack weapons no problem: it's just their Attack values that can't be modified. So for example a Firestorm Gravis Captain with War-Tempered Artifice would be swinging around a S7 relic chainsword/S8 relic blade/S11 relic fist. Likewise a Blood Angels Gravis Captain in the Liberator Assault Group detachment would get +2S to any of the relic profiles on the charge. And so on and so forth with whatever other Strength buffs you can find in the various Marine detachments! 🥊
I have also seen discussion if running him solo outside of Vanguard as a durable character. Keep hum out of shooting lanes and hold an objective on your opponent's weak side to draw units forward.
I play one leading Eradicators in my Dark Angel’s army because Unforgiven Task Force has a 1cp fall back, shoot and charge stratagem which is very useful so you can avoid getting tied up and keep the melta blasts coming and then charge back in with the double fist Captain. It also has a get back up enhancement on the Captain making him very difficult to shift off a point in 5 turns.
Unforgiven Task Force has some great strategems. I feel it has some strength for a veteran type army.. Bladeguard? 1 OC. Bladeguard in Unforgiven Taskforce when battleshocked? 1 OC.
I love my Gravis Captain with thief of secrets in Black Spear Task Force. 5A S9 AP3 D3 power fist plus 3A S5 AP2 D3 chain sword. Once he's killed something he gets an extra strength, AP, and damage. I like to have him leading an Indomitor Kill Team, with an Apothecary Biologis with Beacon Angelis. 410 points total for 12 deep striking gravis bodies, led by this melee monster who can also give them free SIA strats on all of their various bolters or teleportatium. Competitive? Maybe not. Fun and fluffy? Absolutely.
Also: you said extra attacks cannot be modified. That only applies to the attacks characteristic, not the other characteristics.
I find him to be a great tough annoying lone op in vanguard with the cloak tbh
I hope you’re having a good day
Where does it say you cant change the strength of AP of Extra Attacks? Maybe im missing it.
Extra attacks can't change the number of attacks, but every other stat can be buffed.
You just can't give them extra attacks.
My mistake I think i was just mixing up old rules with modern ones
In firestorm you can run this guy with the enhancement which reduces damage taken by one... He can halve the damage then reduce damage taken by one... My man needs to tank 6 rokkits before he goes down XD
Something you could of mentioned is that he can get Artificer Armour in Gladius, which makes him even more tanky with T6, 2+sv, 4+ invuln and a 5+ FNP
Literally the most pointless upgrade for him or any other captain.
He already HAS a 2+ and a 4++.....
You'd be better on throwing that on non-captain leaders, especially ones in deathballs that could be precisioned out, to ensure they can survive.
@@william9557captains don’t have a 2+ save naturally
@@william9557 Gravis captain has a 3+ save, so he gains a better save and a fnp.
@william9557 He has a 3+ save naturally, the upgrade gives him a 2+ save and a 5+fnp
@@william9557 buddy had terminators on his mind