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Made in al
Nasty Nob






Gardner, MA

Ultramarines Roster

Epistolary: Frag Grenades; Force Weapon; Plasma Pistol; Fury of the Ancients; Psychic Hood; Fear of the Darkness; Iron Halo
7 man Command Squad; Meltagun (x2) with Apothecary
Drop Pod

Venerable Dreadnought: CCW; Heavy Flamer; Assault Cannon; Drop Pod; Tank Hunters

5 Terminator Squad: Assault Cannon (x2); Drop Pod; Tank Hunters

5 Terminator Squad; Assault Cannon (x2); Drop Pod; Tank Hunters

1x 6 man Tactical Squads; Meltagun (x1), Sergeant with Combi-Meltagun
Drop Pod

1x 6 man Tactical Squads; Plasmagun (x1), Sergeant with Combi-Plasmagun
Drop Pod

1x 10 man Tactical Squads; Meltagun (x1), Sergeant with Power Fist
Drop Pod

1x 10 man Tactical Squads; Plasmagun (x1), Sergeant with Power Fist
Drop Pod

I know Ultras arent optimized for Podding but I wanted to give my army more configuration options.  I run IG and Ultras at the moment so Im not about uber tough lists, though I wouldnt mind having access to one from time to time.


I have the termies to convert the HQ over.

Is it better to go with fewer reserve rolls but larger units or more reserve rolls and smaller units?

I can squeeze one more drop pod in there bringing the total to 9.


A man's character is his fate.
 
   
Made in us
Fresh-Faced New User




Platteville, Wisconsin

-dont be ultra marines if you dont even use their stuff.
    -take the trait cleanse and purify, so then you have 2 meltaguns or 2 plasmaguns and a sarg with combi.
-dont stick a combat hq in with a command squad that is going to stand and shoot. make the command squad a 5man unit give them apocethary, power fist, and maybe 2 melta guns (assault 1 rather than rapidfire)/company champion.
-lower each unit of tactical marines to 6man
-try to get some devastators in there maybe rather than terminators.
-your dreadought cant have both a heavy flamer and a stormbolter, WTF is inertial guidance system..

other than that good list ive wanted to try droping an army too but id never get my hands on actual drop pods soo... GL
   
Made in al
Nasty Nob






Gardner, MA

inertial guidance system - I missed deleting it from the output Army builder generates - i think it has something to do with making re-entry more accurate, or its just random fluff. Likewise, the stormbolter was a typo as well for the dreadnaught - it has the assault cannon, ccw and HF - thats it.

The thing with going with traits is that the army already looks like Ultramarines. I wish Tyranid vets could take drop pods. The other option would be to include some honor guard in there just to confirm that it really is an Ultramarine army.

Ill make the changes to the command squad as suggested though - makes sense.

As far as making all the tact squads 6-man - I understand why you suggest it. Its just I think some big squads are needed for those times when the reserve rolls arent coming up so often.

A man's character is his fate.
 
   
 
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