Thursday, April 7, 2011

Grey Knight Codex Breakdown: Brother Captain

A Brother Captain. Thanks to Numbat on CMON for this.
I've decided to go through as much of the Grey Knight Codex and provide a breakdown of all power armor units. I doubt I have the knowledge of the Inquisitors and henchmen necessary.

Brother-Captain
The Brother-Captains are the commanders of the eight brotherhoods of the chapter. They are second in rank only to the Grand Master, and is beholden to none in matters of strategy. He is both an incredible warrior and one of the most pure humans in existence.


Pros:

  • He can alter the reserve rolls up or down one on a psychic test, meaning you can coordinate things so that reserves come in at the same time, making for an effective Deep Strike army, as the enemy will be swarmed with targets, causing the standing still after Deep Striking to not impact you as much.
  • He has Hammerhand, like many others, meaning a Strength 10 Daemonhammer, as pictured above.
  • He has the close combat buff Captain profile.
  • He has grenades, and is in Terminator armor at the same time.
Cons:
  • He has to be on the table to use Psychic Communion, which means he could be shot and killed by a tall, fast unit. (Hint: Vendetta/Valkyrie)
  • He has the synergy problems of a Captain, though he does have Psychic Communion, meaning he's a good close combat unit and not much else. While that could be nice, this is an army of good close combat unit, so he's not much different than Purifiers or similar.
  • He's 50 points more than a Captain, and only gets the psychic powers and terminator armor for that.
  • For a mere 25 points more, a Grand Master is an infinitely better character, both in combat and for synergy, which is why I'm covering him tomorrow.
  • For the same cost, the Librarian with the psychic loadout is possibly a bit better. Playtesting shall show the victor.

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