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![[Post New]](/s/i/i.gif) 2009/01/04 01:43:40
Subject: Ultramarines [2000]
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Water-Caste Negotiator
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Hi guys, long time reader, first time poster. Any chance you guys could rip apart my latest Ultramarine list?
Chaplain in terminator armour
6 Assault Terminators (5LC, 1TH)
Librarian in terminator armour
5 Terminators (CML + CF)
Dreadnought w/ MM + Drop pod
10 Man Tactical Squad w/meltagun + multimelta + Rhino
5 Man Tactical Squad w/meltabomb + Razorback
5 Man Tactical Squad w/meltabomb + Razorback
3 Attack Bikes
2 Typhoon Land Speeders
3 Vindicators
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This message was edited 2 times. Last update was at 2009/01/18 14:46:36
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![[Post New]](/s/i/i.gif) 2009/01/04 04:22:20
Subject: Re:Ultramarines [2000]
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Squishy Oil Squig
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You only have 2 scoring units while maxing out all of your other FOC slots. Any objective mission will be very difficult for you unless you cut down some stuff for more Troops.
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![[Post New]](/s/i/i.gif) 2009/01/04 07:21:08
Subject: Ultramarines [2000]
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Ladies Love the Vibro-Cannon Operator
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I'd replace the Typhoon with 5 Sniper Scouts.
A single Landspeeder asks for getting smoked ( KP issue).
Moreover, Assault Termies need a way to get into the thickest melee. A LR would be nice.
What powers does the Librarian have?
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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 |
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![[Post New]](/s/i/i.gif) 2009/01/04 18:06:51
Subject: Ultramarines [2000]
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Water-Caste Negotiator
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I know there are only two scoring units, but I figure that I can hang them back on hold objectives, whilst trying to annihilate the enemy with everything else I have.
The Typhoon, I see your point, maybe adding anotehr couple would help...
The assault termies will be foot slogging behind the Vindicators, taking out anyway anything wanting to getting into close combat with with the Vindicators.
The Librarian was going to have Smite and Might of the Ancients - not decided on these yet.
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![[Post New]](/s/i/i.gif) 2009/01/04 18:55:53
Subject: Ultramarines [2000]
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Ladies Love the Vibro-Cannon Operator
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After several play tests and two RTTs I think that you need three troop units.
I had two maxed out Tactical squds and one maxed out Scout squads (5 sniper rifles and 5 bolters). This gives you six scoring units in games based on mission objectives.
The troops are in danger if the enemy outflanks you. Watch out for Shrike, Kommandoz or Genestealers.
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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 |
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![[Post New]](/s/i/i.gif) 2009/01/04 22:41:03
Subject: Ultramarines [2000]
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Water-Caste Negotiator
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I think you're right, was looking at maybe getting some scouts or splitting one of the tactical squads into 2 6 man squads in Razorbacks. I could then hold two Razorbacks deep and have the 10 man squad in the pocket behind Vindicators...
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![[Post New]](/s/i/i.gif) 2009/01/05 04:42:56
Subject: Ultramarines [2000]
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Regular Dakkanaut
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I can't recall where I read this, but it seems to hold true. For every 500 points you should have a scoring unit. So in an 1850pt game, you should have 3, possibly 4 depending on your army list.
Also, with that 5 points to spare, you might want to put that on melta bombs on the tac squad with the HB and flamer so it has a method to deal with vehicles.
You may want to give the tac sqd sgt's some type of power weapon like PF to deal with high toughness models and vehicles.
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![[Post New]](/s/i/i.gif) 2009/01/05 12:05:40
Subject: Ultramarines [2000]
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Water-Caste Negotiator
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I dont like to really spend extra points on wargear for the Tac squads, there sole role is to survive. You don't need every squad to be able to deal with all comers, just for them to have a purpose. The HB and Flamer squad are to take out infintry, along with the 3 attack bikes. The other tac squad and the MM attack bikes can take out high toughness models and vehicles.
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![[Post New]](/s/i/i.gif) 2009/01/18 14:47:27
Subject: Ultramarines [2000]
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Water-Caste Negotiator
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Made a few updates, up to 3 troops now, but missing a melta Attack bike squad. Too little antitank?
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![[Post New]](/s/i/i.gif) 2009/01/18 16:00:55
Subject: Ultramarines [2000]
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Flashy Flashgitz
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EDIT: List isn't legal.
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This message was edited 1 time. Last update was at 2009/01/18 23:25:17
"Because Dakka and More Dakka are the answers to everything in life" |
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![[Post New]](/s/i/i.gif) 2009/01/18 20:14:59
Subject: Ultramarines [2000]
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Water-Caste Negotiator
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I appreciate your comments, but that's a completely different list. If all 3 vindicators are removed in ther first turn that basically means everything else will still be alive. They are the initial drive of the list and also a fire magnet. Also I think the gate use is a bit cheesy - if I played against that I would be pretty frustrated I think...
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