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Chapter Master Slamguinius
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==How to build Brother Slamguinius, the Slambane, 9th lord of Slamfuckery== {| class="wikitable" |+ Chapter Master Slamguinius, The Slambane, 9th Lord of Slamfuckery ! Points !! M !! WS !! BS!! S !! T !! W !! A !! Ld !! Sv |- | 124 || 12 || 2+ || 2+ || 4 || 4 || 5 || 4(+2) || 9 || 3+/3++/6+++ |} *'''Wargear''' **'''Relic: Angel's Wing (jump pack)''' ***Re-roll failed charges and immunity to overwatch. *'''Storm Shield''' **3++ *'''Thunder Hammer''' **Sx2 AP-3 D3, -1 to hit. **After all other effects: A4(6) WS3+(re-rolling 1s) S8(+1 to wound) AP-3 D4 *'''Bolt Pistol''' *'''Frag/Krak grenades''' *'''Special Rules''' **'''''Warlord Trait: Artisan of War''' ***+1D on one weapon. **'''Angels of Death''' ***'''And They Shall Know No Fear''' ***'''Bolter Discipline''' ***'''Combat Doctrine''' ***'''Shock Assault''' **'''Rites of Battle''' ***Re-roll 1s to hit. **'''Chapter Tactics (''The Red Thirst'')''' ***When charging, charged, or herotically intervening, +1 to wound rolls in the Fight phase. **'''The Black Rage''' ***+1A when charging, 6+++ FNP *'''Fly''' *'''Deep Strike''' *'''+1A when charging from Shock Assault''' You start with your basic BA captain template and make sure to make him your warlord. You trade out his Master Crafted Boltgun for a Thunder Hammer from the Melee Weapon list, then trade out his chainsword for a Storm Shield (you can go for a ranged weapon instead, but it's your call to see if a 17% drop-off in survivability is worth it; a pistol might be a good idea if you do, so you can shoot both it and your bolt pistol when you shoot), which is critical for surviving multi-damage shots after you've annihilated your initial target, or even just surviving an opponent's shooting phase. You even get to keep a pistol for shooting. The real meat comes in when you slap a Jump Pack on him so you can get a free upgrade to Angel's Wing and Artisan of War on his Thunder Hammer. Most batreps have you slap on Death Visions of Sanguinius for 1CP and honestly, it's worth its weight in CP gold. You get a 3+/3++/6+++ melee beatstick that can't be overwatched and gets a natural re-roll to charges. With 4 attacks base with +2 on the charge hitting at Sx2 AP-3 D4 for each wound that makes it through you can guarantee most things will get the fear of Sanguinius in them after the first time they underestimate your little 129 point model. Doing some quick mathhammer, with a modest CP expenditure you can use the 3d6 from Descent of Angels and the Re-rolls from Angel's Wing to guarantee a charge at 9" at about 94% to absolutely make sure this guy gets stuck in attacking whatever it is you want to make dead on the turn you decide to bring him in, presumably after you've frag missiled the enemy's screens to nothing. You can buddy him up with support, as well, such as a jump sanguinary priest (from the index) to bring his S up to 10 and heal him (although he'll have trouble keeping up with the charges), or Lemartes if you want to spam the fundamental concept here (just remember they won't be immune to Overwatch without Angel's Wing), or a Jump Lieutenant (remember, Death Visions does not happen during a phase, so you can use it multiple times). A pair of Jump Pack Librarians, one a Blood Angel with Unleash Rage and the other a generic Space Marine one with Might of Heroes (Blood Ravens have the best Psykers and White Scars are best at keeping up) can bring him up by +1S, +1T and +2 A! He can get mighty expensive CP wise (bring a buddy along as a CP battery if you run into trouble, like a lieutenant or second captain with the Veritas Vitae - if you do so, remember to take the Vitae base and ''then'' pay the CP for the Wing, so you can try to recover the CP cost of the second relic) and really shines at games that are 1500 points and up where you have the leeway to make those kinds of expenditures. With an average roll on Red Rampage (2) you get 8 attacks re-rolling the 1s to hit and always improving your wounds due to the Red Thirst, so anything up to T7 will get wounded on a 2+. We're looking pretty good, and that's just us getting started! Honour the Chapter will let you swing again, with Red Rampage still up, for 14 swings, or you can use Only In Death if you die for the same trick for a CP less. If survivability is a major concern (especially if you took a ranged weapon over a storm shield), company veterans can tag along with jump packs for 2+ bodyguard rolls. Might of Heroes, Unleash Rage and a Sanguinary Priest and/or a Chaplain Dread will help ensure that anything he hits with go down like a sack of bricks. Veil of Time can give him an extra boost in speed, if its a concern, and helps keep him on top of any units that Fight First normally. There's maybe one or two other ways to build this beautiful bastard. Primarily, you want to replace :'''Warlord Trait: Artisan of War''' with :'''Warlord Trait: Gift of Foresight''' Slamguinius' sheer damage output drops (you'd be surprised how much that extra point of damage can pull off) But Since Gift of foresight can't stack with Standard of Sacrifice anymore after the April faq you end up with a tankier build looking like: {| class="wikitable" |+ Captain Slamguinius, The Slambane, 9th Lord of Slamfuckery ! Points !! WS !! BS!! S !! T !! W !! A !! Ld !! Sv |- | 129 || 2+ || 2+ || 4 || 4 || 5 || 4(+2) || 9 || 3+/3++/5+++R1 |} Giving up the the extra 5++++ from the fnp sources stack is a mighty kick in the teeth, but at least no one else can do it now, either. Follow the other guides, as the only major difference you have is that you've increased your fnp from 6+++ to 5+++ and given it re-rolls of 1s. Not as absurdly cheesy as it was before, but still able to weather a pretty heavy barrage of small arms fire. Now it's the difference from 2 squads of fire warriors unloading everything into Slamguinius after he's wrecked their HQ/riptide to sticking 1 or 2 wounds on him in retaliation.
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