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Made in au
Been Around the Block





Hello starting an Ultramarine army aiming for 1k first here is what i got so far.

chaplain w/ term armor 130

tac1 10(with 1 sarge) w/ plasma gun, missile launcher, power wep 195

tac2 10(with 1 sarge) w/ melta gun, missile launcher, power wep 190

terms 5(with 1 sarge) w/ assault cannon 230

dread w/ assault cannon, extra armor 130

assault squad 5(with 1 sarge) w/ power fist 125

total = 1k
any tips would be welcomed thank you.
   
Made in us
Fresh-Faced New User




You need to have transports for your tactical squads also, you are lacking real heavy support and your dreadnaught isnt doing much without a drop pod. so here is my revemped list.

HQ
chaplain w/ term armor 130

elites
terms 5(with 1 sarge) w/ assault cannon 230

tac1 10(with 1 sarge) w/ flamer, missile launcher, power wep razorback 245


tac2 10(with 1 sarge) w/ melta gun,lascannon, razorback 235

Heavy
2X Dakka Predators (autocannon, heavy bolter sponsons.) 85ea

Now you have more anti infintry/light tank support from the predators, heavy support from the lascannon, and 2 mobile combat squads, not to mention the TL heavy bolters on the razorbacks are great support.
   
Made in au
Been Around the Block





Razorbacks can only hold 6 men but. Also I'd like to keep the assault squad for objective taking.

I wonder if changing to a 5 man sniper scout squad with 1 tac squad would work, frees up a lot of points for use. Might be able to squeeze some sternguard in there.

This message was edited 1 time. Last update was at 2009/11/01 07:25:46


 
   
Made in us
Fresh-Faced New User




each razor back would take a combat squad, leaving the other half of the squad back to hold objectives and fire heavy weapons against enemy tanks. Assault squads can only contest objectives but so can predators and razor backs, better yet razorbacks can control an objective if they have combat squads in them. Finally, an assault squad could be locked in combat or could jump into difficult terrain which is where (in my experience) most objectives are placed, and lose 1 member if the squad has already lost a couple, fail a morale check and fall back. which is where (in my experience) most objectives are placed, that wouldnt happen to a razzorback or predator because the worst that would happen would be it becoming immobilised and it probably would still be within 3" of the objective.
   
Made in au
Been Around the Block





I'm thinking take out dread 1 tac and add

5 scouts 1 sarge 5 snipers

5 devastator squad heavy bolter, plasma cannon, lascannon and multi melta

Pred with twin linked lascannon and heavy bolter sides

new total= 1000
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

Combat squading and taking razorbacks is not a good idea. Go with a full squad and a rhino instead.

Chaplin (Terminator Armour+Combi) = 135

10xTacticals (MM+Flamer) = 170
Rhino = 35
10xTacticals (ML+Flamer+PF) = 205
Rhino = 35

Elites
5xTermies (AC+HF+ChainFist) = 240

IronClad (MG+HF) = 145
Drop pod (locator) = 45

I cannot believe in a God who wants to be praised all the time.
15k
10k  
   
Made in us
Fresh-Faced New User




May I ask why you arent a fan of the combat squad method?
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

Removing 5 tacticals is more than twice as easy to do than removing 10

This message was edited 1 time. Last update was at 2009/11/01 16:36:21


I cannot believe in a God who wants to be praised all the time.
15k
10k  
   
Made in au
Been Around the Block





heres my revised list

chaplain w/ term armor 130

tac1 10(with 1 sarge) w/ plasma gun, missile launcher, power wep 195
rhino 35

terms 5(with 1 sarge) w/ assault cannon 230

assault squad 5(with 1 sarge) w/ power fist 125

5 scouts (with 1 sarge) w/ 5 sniper rifles 75

predator w/ twin linked lascannon and bolter sponsons 130

whirlwind 85

although canning the whirlwind and adding more men to the assault squad is also tempting

total= 1005

This message was edited 1 time. Last update was at 2009/11/01 23:43:15


 
   
Made in us
Boosting Space Marine Biker






tedurur wrote:Removing 5 tacticals is more than twice as easy to do than removing 10


I disagree here...combat squading them gives you one highly mobile unit to shoot from their transport, race to an objective, etc. while you can leave 5 marines behind with your heavy weapon to provide support. True, they aren't as effective in assaults but I personally don't use them much for that purpose...or when I do it to provide support for my dedicated cc units.
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

Tacticals should not be in combat. Even if they are 10 man strong. However, in the unlycky event of getting caught in combat they actually stand a chance of not getting whiped out in one turn of combat as opposed to a 5 man unit.

I cannot believe in a God who wants to be praised all the time.
15k
10k  
   
Made in au
Been Around the Block





Do you guys think a 10 man assault squad is harder hitting than the whirlwind?
   
Made in us
Boosting Space Marine Biker






I like the whirlwind if I'm facing a horde but otherwise the assault squad may be a bit more useful. And, on the topic of tactical squads in combat...that's a good argument for combat squading in my opinion. I keep my tacticals out of cc unless they are there to lend support and keeping the heavy weapon back is very useful since you can't move and shoot. It makes your force more mobile without sacrificing the heavy weapon shot and gives you twice the scoring units...plus if your unit is in 2 spots it's harder to wipe out entirely. The trick is not getting your tacs in a position to face something that 5 of them can't take.

This message was edited 2 times. Last update was at 2009/11/03 02:04:23


 
   
Made in au
Been Around the Block





My tactics with the tac would be to take an objective and hold it hopefully not needing to move and selecting an objective thats both far enough away to allow me to shoot down cc troops and close enough to still be able to support my other units in the main assault. Ultramarines seem alittle odd to me i used to play space wolves and never really stood back and shot.
   
Made in ca
Neophyte Undergoing Surgeries





Canada

Mansta wrote:Do you guys think a 10 man assault squad is harder hitting than the whirlwind?


Depends on how you use them

Whirlwind: Pie template. 10+ Models (am I right?)

10 man Assault squad: 10 base, 10 for two weapons (hopefully) +1 for the sarg, +10 for charging. Lower chance to outright kill something roll for roll, but that's why you get 30 rolls with the Assault squad. Plus if you throw a Chaplain in there, you get to re-roll those misses.

It really depends on what you intend to do.

Misc Marines: About 1850 Points 
   
 
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