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Made in us
Nasty Nob






Gardner, MA

Ultramarines Roster 1850 points

HQ: Master; Power Weapon; Storm Bolter; Terminator Command Squad
4 Terminator Command Squad; Assault Cannon (x1); Heavy Flamer (x1)

6x Tactical Squad; Plasmagun (x1); Missile Launcher (x1)

6x Tactical Squad; Lascannon

6x Tactical Squad; Lascannon

8x Tactical Squad; Missile Launcher; Rhino with Extra Armor and Smoke Launchers

8x Tactical Squad; Missile Launcher; Rhino with Extra Armor and Smoke Launchers

6x Scout Squad with Sniper Rifle (x5); Heavy Bolter (x1)

Heavy Support: 6x Devastator Squad; Heavy Bolter (x3)

Fast Attack: 2x Land Speeder Squadrons with Multi-meltas

Fast Attack: 8x Assault Squad; Plasma Pistol (x1); Sergeant with Bolt Pistol and Power Fist

Predator Annihilator; Twin Linked Lascannon; Heavy Bolter (x2)

Predator Annihilator; Twin Linked Lascannon; Heavy Bolter (x2)

Total Roster Cost: 1850

A man's character is his fate.
 
   
Made in us
Crazed Troll Slayer




Virginia

Calgar is beast now that he gets +1 attack with fists and the honor guard has always been beast. Run them.

Dark Eldar could potentially enslave the galaxy.
Necrons could potentially destroy everything.
Chaos could potentially slaughter everyone.
Tyranids could potentially eat everyone.


Tau could potentially raise prices on import good from the Eastern Fringe. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, instead of the Tornados take Attack Bikes.
If you play this list in a tournament, I'd take a Librarian instead of a Master (due to the psychic hood).

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Stalwart Ultramarine Tactical Marine






Seattle, WA

I see only four template weapons in your army. Why? Template weapons rock in 5th edition. I can't see a marine army taking less than ten although that might sound excessive to some. What are you trying to do with the list?
   
Made in cn
Bounding Ultramarine Assault Trooper





A couple of comments:

1) Tigerius is really a beast, and for competitive play the ability to pick his powers after deployment is really beneficial. I would consider taking him if I were you.

2) Not a fan of Calgar and Honour guard are a huge point sink in 1850 list, but that is just a matter of preference

3) I would replace the Heavy Bolters on the Predators with Lascannons. Is the tank going after troops or tanks? The Destructor is better at taking out troops (and some light tanks) and the full Lascannon Annihilator is better at tanks. Things like Land raiders are going to be very tough to crack in 5th and the extra las cannons will help;
You have the Dev squad to knock out troops anyway.

Just my thoughts...Hope this helps

 
   
Made in us
Nasty Nob






Gardner, MA

Ok so I had a chance to play a version of this list under the 5th edition rules:

Played:

HQ: Master of Sanctity; Power Weapon; Storm Bolter; Terminator Command Squad
6 Terminators; Assault Cannon (x1); Heavy Flamer (x1)

6x Tactical Squad; Plasmagun; Plasma Cannon

6x Tactical Squad; Lascannon

6x Tactical Squad; Lascannon

6x Tactical Squad; Melta gun

6x Tactical Squad; bolters only Vet SGT with PF

6x Scout Squad with Sniper Rifle (x5); Heavy Bolter (x1)

Heavy Support: 6x Devastator Squad; Heavy Bolter (x3)

Heavy Support: 8x Devastator Squad; Missile Launcher (x4)

Fast Attack: 2x Land Speeder Squadrons with Multi-meltas

Fast Attack: 8x Assault Squad; Flamer (x1); Sergeant with Bolt Pistol and Power Fist

Deployment was diagonal quadrants
There were 4 mission objectives
Winner determined by who had possession of objectives at end of turn 6
OBJ's could be held by troops only though they could be contested/denied by other infantry types (Termies, Ogryn, Assault troops etc)

I realized that Infantry troops are critical and template weapons are huge, now the round lands. If mission OBJ's can be held only by troops, most troops dont mix well with template weapons.

Deployment goes MUCH faster now that you have to deploy your entire force then your opponent does the same.

Cover saves play a big role and template weapons deny cover saves and the number of hits has improved drastically now.

Also, vehicles are more durable now. Transports are useful mobile terrain and arent AS dangerous as before.

Deep striking is deadly in difficult terrain ( I lost a landspeeder and 3 of my terminators from deepstriking deviations into difficult terrain).

Support units should be just that - maximize lethality of these units but dont spend so much that you foresake your troop selection. Mobile support units with template weapons are solid.

Focus list creation on maximizing troop choices that are mobile and durable.

That run move troops now have is big. Last turn runs to objectives will be common place.

Having troop selections that can infiltrate into supporting positions overlooking OBJ's is good stuff.

Find ways to shift opponents fire from your mission OBJ holding units to your supporting units (ie. make those supporting units LETHAL or use them to deny OBJ's secured by your opponents troops).

My Dev squad with the missile launchers drew alot of fire saving my scoring units to accomplish the mission.


This would be my new 5th edition Ultra list:

Ultramarines Roster

HQ: Epistolary: Frag Grenades; Melta Bombs; Bolt Pistol; Force Weapon; Fury of the Ancients;
Psychic Hood; Fear of the Darkness; Iron Halo; Jump Pack; Teleport Homer

6xman Terminator Squad: Assault Cannon (x2)

6xman Scout Squad: Sniper Rifle (x5); Heavy Bolter (x1)

10xman Tactical Squad: Flamer (x1); Missile Launcher (x1); Vet SGT with PF

10xman Tactical Squad: Flamer (x1); Missile Launcher (x1)

8xman Tactical Squad: Plasmagun (x1); Missile Launcher (x1)

2 6xman Tactical Squads: Lascannon (x1)

2 5xman Assault Squads: Jump Packs; Frag Grenades; Melta Bombs; Flamer (x2)

6xman Devastator Squad: Missile Launcher (x3)

6xman Devastator Squad: Missile Launcher (x3)

Total Roster Cost: 1850

This message was edited 3 times. Last update was at 2008/07/25 01:36:48


A man's character is his fate.
 
   
Made in us
Crazed Troll Slayer




Virginia

@spacemarinejunkie: the only way to get 10 templates in a SM list is to take a bunch of missile launchers and/or plasma cannons. Neither are good. The templates are too small to be accurate (a 2" scatter is off your original target entirely unless it has a bigger base than 25mm which it shouldn't if you want a template to begin with) and plasma cannons blow up.

@kaiservonhugal:

Specialize.

Tac Squads: Flamer, Missile Launcher, and a PF in one squad? Make up your mind! If it's going to go for tanks, give them a lascannon and a plasmagun. If it's going to go for infantry, give them weapons for it. Flamer and a missile launcher don't work well for that. Don't give them any CC upgrades-- they should never see any CC and if they do they're lost anyway.

Don't deepstrike your terminators, ever. Every turn they aren't on the table is a turn that they aren't earning their points, which wouldn't be so bad if they didn't cost you 280 for the squad. I would suggest taking a bunch of assault terminators with lightning claws and putting them in a Crusader. Crusaders are very tough to pop now and therefor are much more worth their points, before you even account for the fact that they can put out up to 17 shots in a turn.

Assault marines come with standard-issue frag grenades AND krak grenades (which suck). If they're for tank hunting, don't give them flamers, give them melta-guns and give the sergeant a power fist. I advise one squad of 6 with meltabombs and a sergeant w/ a power fist for tank hunting, and then a squad of 7 with 2 flamers, 2 plasma pistols, a sergeant with a power weapon and a plasma pistol to run with the librarian on taking out infantry in CC.

Devastators: Take 4 weapons, seriously. That's the reason you take devastators, to get 4 weapons. Either take 4 heavy bolters for infantry or take 4 lascannons for tanks.

Librarian: Wow. I agree with the jet pack to run with assault marines, and I agree with keeping the force weapon, and I agree with the epistolary for 2 powers. That's it. Give him a plasma pistol, Iron Halo, Terminator Honors, Veil of Time and Might of Heroes to go with that Jet Pack.

I recommend:

Epistolary: Plasma Pistol, Jet Pack, Terminator Honours, Iron Halo, Veil of Time, Might of Heroes
215

8x Assault marines: Furious Charge
344

6x Tactical Marines: Lascannon, Plasmagun
115

6x Tactical Marines: Lascannon, Plasmagun
115

6x Tactical Marines: Lascannon, Plasmagun
115

6x Tactical Marines: Lascannon, Plasmagun
115

6x Scouts: Sniper Rifles
108

6x Assault Marines: Meltabombs, Sgt w/ PF
174

7x Assault Marines: 2 Plasma Pistols, Sgt w/ PW and Plasma Pistol
199

Land Raider Crusader: Smoke Launchers
268

8x Devastator Marines: 4 Heavy Bolters
180

Total: 1849

Dark Eldar could potentially enslave the galaxy.
Necrons could potentially destroy everything.
Chaos could potentially slaughter everyone.
Tyranids could potentially eat everyone.


Tau could potentially raise prices on import good from the Eastern Fringe. 
   
 
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