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Made in us
Stalwart Ultramarine Tactical Marine



Alaska

This list is for a local tourney coming up so I have time to tweak so please comment.


HQ
Chaplain (attached to Term. Squad)
Term. armor
130

ELITE
Assault Term.
5 Term with TH/SS
Land Raider
Extra armor
465

Dreadnaught
Plasma Cannon
115

TROOPS
Tac. Squad
10 Marines
Lascannon, flamer, power weapon.
195

Tac. Squad
10 Marines
Lascannon, flamer, powerfist.
205

Tac. Squad
10 Marines
Missile launcher, melta gun, power fist.
Rhino
235

FAST ATTACK
Asault Squad
7 Marines
2 Plasma P., power weapon, melta b (serg.).
190

HEAVY SUPPORT
Vindicator
Extra armor.
130

Predator
Auto cannon, heavy bolters.
85

TOTAL 1750


Idea is to combat squad and put both PF in the rhino with a melta and flamer. Move the Land Raider and Rhino to said objective(s) and support with the Vindicator. Firepower would come from 3 of the combat squads 2 LS, 1ML, and the Pred. (these would be used to hold my own obj.). The Dred. and a squad of 5 with PW and flamer would go where needed. I like to bring my Assault squad in fairly late, I would like to bring them in as support for the term. or rhino. But they usually fill a counter attack roll, either deepstrike to rescue my objective or drop in forwards to give to many targets and tie up or clear units.

Plans are always subject to change upon situation so really everything goes where its needed when the time comes, SM are pretty flexible. Just a general idea of what I'm looking to run.
   
Made in us
Neophyte Undergoing Surgeries




san antonio

Its balnced maby just a lil light on tankk but preaty good

1500 3000 1500
1000 : necron: 500 1750 1000
none and never will

What happens in Vegas stays on YouTube  
   
Made in us
Ultramarine Scout with Sniper Rifle




philadelphia area

lose a tac for some pred

 
   
Made in us
Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

Okay. I would remove the following from this list

Dreadnought- It's not terribly useful and you need the spare points to make adjustments to the army.

Plasma pistols, melta bombs and Power weapon from the Assault squad (the PW should be replaced by a LC, as it is statistically better against anything T4 or higher, and the plasma should be replaced by flamers)

Extra Armor from the vindicator- It just isn't as good as it used to be and you need the points.


And here's what I would add with the 130 points you just saved:

3 razorbacks: your army is a mech army, but you have all your scoring units footslogging save one. This isn't a good strategy. Also, I assume that you are going to be combat squadding to take advantage of the points you've spent on heavy weapons, if so, razorbacks will give you more firepower as well as mobility. If you have a strategy other than combat squadding your TAC squads then obviously, 3 rhinos would be a better option or any combination that you'd need.




A final option you have would be to replace your entire assault squad with a vindicator and something else that adds up to 75 ish points (melta guns would be a good use of points, and maybe even combi-meltas as well). Here's why, first, vindicators are scary, nasty units that everyone knows about and on some level fears. 2nd, your assault marines would be (if taking the all tank approach that I listed above) the only non vehicles on the field for a few turns. This means that all long range anti-infantry weapons will be pointed at them, and you will lose a good portion of that squad before it sees any action, even if you put them behind your tanks. With the replaement by more armor, you A) overload the opponent's long range AT weapons with target saturization, and you B) deny the opponent's anti-infantry guns any use for a turn or two, which could prove vital.

This change is quite a radical one from your OP so if it's not your style don't go with it.

I play (homegrown chapter)
Win 8
Draw1
Loss1

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Made in nl
Boosting Space Marine Biker



Netherlands

skysky wrote:Idea is to combat squad and put both PF in the rhino with a melta and flamer.

This is not possible. You can only have one unit in a transport (including IC's) and you're trying to cram two five man combat squads into one. In order to have both PF's mobile, you'll need to buy two transports.
   
Made in cn
Long-Range Black Templar Land Speeder Pilot




Beijing,China

No redundancy in your list.

Tokugawa plays:  
   
Made in de
Jealous that Horus is Warmaster





London, UK

Shrike78 has already done a good job of explaining how to make this list more competitive. But, the Rhino/Razorback pont is one of the most important.

Also, consider a LR Crusader or Redeemer with a MM instead of a Godhammer, as I have found them to be of more use.

The above posters raise good points about unit unit redundancy and target saturation, so try and include a couple of identical fast attack/heavy choices, so that it creates headaches for your opponent.

Most important though, tailor the army to how you enjoy to play! If you like a gunline; go gunline. If you want assaulty goodness, then crank out those assault termies and dreads!

This message was edited 2 times. Last update was at 2010/02/15 14:01:58


 
   
Made in gb
Tower of Power






Cannock

Your problem as already mentioned is unit redundancy, which means once units are gone they're gone and you have no backup.

First problem is the dreadnought, easy target and only a plasma cannon so not massively threatening. I would either drop this or get another, probably drop it.

Tactical squads are ok but power fists are better than power weapons for many reasons. Without me going into them here is a link on my blog discussing the differences of a power weapon and melta bomb combo vs power fist - http://www.imperiusdominatus.com/2010/01/power-fist-vs-power-weapon-melta-bombs.html

The assault squad is going to have the same problems as the dreadnought; they will just get shot. Thing is you need transport to hide them behind and with nearly 10 men per squad a land raider would be best, but you need 2 assault squads which needs 2 land raiders for cover, if you was going to do it that way. So I would drop these.

I would drop the dakka pred and get another vindicator. Your opponent can prioritise easily what they want to take out either the pred or the vindicator.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Regular Dakkanaut





Shrike did state the main tweaks that you could do to this list. Every tactical squad should have at least a rhino, a razorback would be the better choice though, they will give you target saturation and the razorbacks will give you a little more firepower. Those marines on foot won't do much good when they have to walk from one side of the table to another, additionally, your opponent has much more time to pick off targets. (basically what others said)

Also, to expand on what mercer said, considering the build of your termintaors, it would be a good idea to put them in a redeemer instead with a multi-melta on the top (costs 250 total, as much as a Godhammer landraider), since the redeemer will be good at helping your terminators out with either large groups of mushy targets or medium sized groups of heavier targets (chaos marines for example), probably not what you'll be targeting with those terminators, but if any of those groups get close, the redeemer can soften them up well (since attack at I1 with only 2 attacks isn't good against those two types of targets). The multi melta will also help to possibly put a wound on things like monstrous creatures or stun a vehicle to make it easier prey.
   
Made in gb
Utilizing Careful Highlighting






A post Brexit Wasteland

A good list but the extra armour on the Landraider isnt worth it, the all arout 14 armour is there for a reason, invest in a siege shield for your vindicator.
   
Made in pt
Crazed Zealot



Portugal Vila do conde

yeap ... has it was say above, just one vindi is no good!! must take 2 or none!

Predator is realy that good! if possible take 3, all that is rhino´s razorbacks, quimeras etc... will fall!!

Instead of chaplin take a librerian! null zone is fantastic!

Dread in cover with twin las and heavy flamer or just dont take it!

instead of lascanon use your tactical´s with falmer and multi melta in the rhino´s

devastator with 4 ML are fantastic ...

and yes power fist´s instead of power weapons! kill´s all MC LR etc...

WWAAAGGGHHH BOY´s  
   
Made in gb
Tower of Power






Cannock

One point about the redeemer, its flamestorm cannons have little range and will leave a "column" of untouched enemy unit in front of the assault ramp. Also to get these into range you need to get close, which could mean problems deploying those terminators from the ramp. You could deploy them out the side doors, but you might not be in assault range.

Don't get me wrong I love the redeemer and use it myself. This is just a problem I've come across.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Regular Dakkanaut





Indeed, I did miss the con part (which should always be included for tactical analysis).
   
 
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