After looking at Lemartes he appears to be well, just plain awesome. Here's some information about the differences between him and the other two generic chaplains.
Astorath isn't included because of his massive points difference.
Reclusiarch with jump pack = 155, takes up a HQ choice.
Chaplain with jump pack = 125 points, takes up an elites choice.
Lemartes = 150 points, takes up no extra choice.
Now what does Lemartes give us compared to the other two?
Extra initiative! What the hell, why is this here? But it's awesome! He doesn't strike at the same time as a normal marine because of this.. but wait, there's more!
Furious charge! The others don't even have Red Thirst. Neato. Strength 5 on the charge compared to 4! So much better. Oh yeah, this makes Lemartes initiative 7 on the charge too. o.O
Liturgies of blood! Wait, you say the other chaplains give this? Lemartes does too but being one of the death company means he gets to reroll to wound!
Feel no pain! Lemartes has it and you don't. Right about now the other chaplains are crying.
You can't see me! Lemartes isn't an independent character and he's part of the death company squad making him much harder to kill.
I'm wounded! Extra attacks and strength when Lemartes is wounded. Damn, just damn.
Master crafted weapon! This isn't the icing on top of the cake, this is the little tastie sprinkles that go on top.
Apart from the fact that Lemartes hits no harder than a DC marine with power weapon which would normally be terrible for the points cost, a chaplain is needed in the DC unit and a normal elites chaplain actually hits softer than that DC marine.
3 comments:
I hadn't been considering DC much at all (crazy pricey before jump packs go on), but this is a good argument for fielding them just to get Lemmy.
If I ran a unit of DC using jump packs they'd be 5 strong, with 1 or 2 power weapons and 2 infernus pistols then Lemartes would be used as the chaplain for the unit.
I believe that's the ideal way to make use of a jump pack DC unit but I'm not sure what type of army it'd fit in. Jump pack armies right now look better off deep striking and that's an awful lot of points not doing anything on the initial drop.
I've faced off against a DG unit led by this guy.. and on the charge he is truely frightening!
However, if you lucky enough to bog him down in combat, then hes really not all that much more impressive than a reasonably geared HQ. He simply stops being frightening once hes locked down.
Every time i've faced him i've killed him with nothing but tactical marines (not by choice I might add).
The key to using this guy well is picking your targets, don't let him get bogged down, yes you don't want to wipe a unit out completly on the charge as that will leave your DG open to return fire, but the balance means you want to kill your target in their turn following your charge... its not an easy balance to meet.
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