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Made in us
Khorne Rhino Driver with Destroyer




Minnesota

Hey there. Got a sneak peak at the new Codex. Though I won't get my own copy for another day or so, I did have a chance to write up this list. It's different from my 4th Ed. strategy ("Particle Whip?! What!? Uh... Quick men! Choke their advance with your corpses!") in that I actually *have* one, now.

ULTRAMARINES 1850
HQ
Tigurius – 230

ELITE

Dreadnought – 125
Plasma-Cannon, Missile Launcher

Sternguard Veterans – 175
- 1 Veteran Sergeant with Bolter/Bolt Pistol
- 3 Veterans with Bolter/Bolt Pistol
- 2 Veterans with Plasma Guns


Terminators – 235
1 Terminator Sergeant with Power Weapon
3 Terminators with Power Fist, Storm Bolter
1 Terminator with Chain Fist, Assault Cannon


TROOPS
Tactical Squad – 195
- 9 Space Marines – Flamer, Heavy Bolter
- 1 Sergeant with Power Fist, Bolter

Rhino – 35

Tactical Squad – 195
- 9 Space Marines – Flamer, Missile Launcher
- 1 Sergeant with Power Fist, Bolter

Rhino – 35

Scout Sniper Squad – 110
- 4 Scouts with Sniper Rifles
- 1 Scout with Missile Launcher
Camo Cloaks


FAST ATTACK
Landspeeder Tornado w/Assault Cannon – 90

Landspeeder Tornado w/Assault Cannon – 90


HEAVY SUPPORT
Predator Annihilator – 130
Twin-linked Lascannon Turret, Heavy Bolter Side-Sponsons

Predator Annihilator – 130
Twin-linked Lascannon Turret, Heavy Bolter Side-Sponsons

Land Raider Crusader - 250

*****

It's a shooting force that gets in close and has plenty of mobile cover to shield the advance.
The strategy behind this list is to position most of my forces in the 12"-24" sweet spot where Space Marines dominate.
Tigurius can easily hop around the board with his psychic powers, and he's protected by his IC status. He's basically there as a reactive unit; not leading the charge, but popping up to fix problems as they arise.

Thoughts?

This message was edited 1 time. Last update was at 2008/10/03 05:36:52


 
   
Made in us
Bounding Ultramarine Assault Trooper






It's a shooting force that gets in close


And then gets assaulted the turn after it "gets in close"...

Seriously, your fire support is a shooty Dreadnaught and two Predators. They don't want to be close to anything. They want to be just under 36" to 48" away from everything. One Crusader and your tac Marines does not equate to a close range shooty army.

and has plenty of mobile cover to shield the advance.


Cover from what? The Rhinos? Please don't say the Predators! If the plan is to be advancing and your sticking everyone in transports that's a one-two punch that begs the question: Why did you bother with heavy weapons in your troop squads?

and he's protected by his IC status


No, he's not. If he's not in a squad he's going to get sniped.

Drop the Chainfist from the Terminators, it's serious overkill and won't get a lot of use. From the looks of the list I am worried that you are going to put shooty Terminators into the Landraider? Assualty Termi's go in Landraiders, not shooty. If you stay with the "get in close" plan, you're going to need a heavy counter charge unit like some assualt termi's. Those powerfists likely won't even get to strike against the nasty MC or character you're trying to save your tac squads from.

Experience says that scout squad is waste of points. It'd be useful if you just sat it on some objective, but then why bother with scouts? Sure the sniper rifles might be good against MCs but those two Predators are even better!

IMHO the verdict is still out on how useful the Landspeeders will be, since I haven't really played with mine yet in 5ed.


You can't fix stupid. 
   
Made in gb
Morphing Obliterator





tigrus is good, but expensive. it remains to be seen if he will be worth it over a normal librarian.

your dread will get shot to peices faster than you can blink. threatening weapon loadout and AV 12 does not survivability make.

you should never give sternguard vets special weapons. you're paying a premium for that ammo and your going to let it go to waste giving them plasma guns (which will more than likely kill your 40pt vet at some point). scrap the plasmas and give them combi-meltas instead. it means they can kill tank as well as everything else.

there isnt much point giving a chainfist to a model that will die quickly. its easy to saturate a small termie squad with enough fire to make the nasty models fail their saves.

since you will be combat squadding with those tactical squads, wouldnt it be better to give them razor backs instead of rhinos? for an extra 5pts you get a TL-Heavybolter.

scouts with snipers and BS3 arent good.

5th made landspeeders terrible. do you really want to sink 90pts into an AV10 vehicle? they cant even fire their weapons if the go flat-out. skimmers are a lot easier to fell then they used to be. almost anything would be better.

predators arent good with a mixed weapon loadout. they can do two things badly instead of one thing well. pick what you want them to do and stick to it.




taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Khorne Rhino Driver with Destroyer




Minnesota

Thanks for the advice guys. I've re-tooled it to address some of these problems. Lemme know what you think.

REVISION 1 - 1850
Marneus Calgar - 250

Tactical Squad (10) - 195
Power Fist, Flamer
Land Raider Crusader – 250

Tactical Squad (10) - 195
Power Fist, Flamer
Rhino – 35

Tactical Squad (10) - 205
Power Fist, Plasma Gun
Rhino – 35

Assault Squad (5) – 140
Power Fist, Plasma Pistol

Sterngaurd Squad (10) - 250
Rhino – 35

Predator Annihilator – 130
Twin-linked Lascannon Turret, Heavy Bolter Side-Sponsons

Predator Annihilator – 130
Twin-linked Lascannon Turret, Heavy Bolter Side-Sponsons

predators arent good with a mixed weapon loadout. they can do two things badly instead of one thing well. pick what you want them to do and stick to it.

I disagree. I think this configuration is good at taking out light tanks in the early rounds of the game, and preying on heavy infantry thereafter. Of course, I've never tried either of the other layouts, so you may be right; light-tank/heavy-infantry is how I play them, though.

This message was edited 1 time. Last update was at 2008/10/04 08:07:14


 
   
 
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