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Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

This is the list I'll be testing out this weekend against a couple opponents to see how it does. C&C welcome

2500 Pts - Space Marines Roster - Ultramarines 'Ard Boyz

HQ: Space Marine Librarian (1#, 100 pts)
. . 1 Space Marine Librarian @ 100 pts (...in Power Armour; Null Zone; The Gate of Infinity)
. . . . 1 ...in Power Armour (Unit Type: Infantry; Krak Grenades; Power Armour; Psychic Hood; Bolt Pistol; Force Weapon; And They Shall Know No Fear; Combat Tactics; Independent Character; Psyker)

HQ: Master of the Forge (1#, 100 pts)
. . 1 Master of the Forge @ 100 pts (Unit Type: Infantry; Krak Grenades; Artificer Armour; Servo Harness; Bolt Pistol; And They Shall Know No Fear; Blessing of the Omnissiah; Bolster Defenses; Combat Tactics; Independent Character)
. . . . 1 Servo Harness

Elite: Sternguard Veteran Squad (11#, 330 pts)
. . 9 Sternguard Veteran Squad @ 330 pts (Unit Type: Infantry; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol x9; Bolter x5; Combi-Meltagun x4; And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod)
. . . . 1 Sergeant (Unit Type: Infantry; Krak Grenades; Power Armour; Special Issue Ammunition; Bolter; Power Fist; And They Shall Know No Fear; Combat Squads; Combat Tactics)
. . . . 1 Drop Pod (Storm Bolter)

Elite: Ironclad Dreadnought (2#, 220 pts)
. . 1 Ironclad Dreadnought @ 220 pts (Unit Type: Vehicle (Walker); Extra Armor; Searchlight; Smoke Launchers; Hunter-Killer Missile(s) x2; Dreadnought CCW; Meltagun; Seismic Hammer; Heavy Flamer; Move Through Cover; Drop Pod)
. . . . 1 Drop Pod (Deathwind Missile Launcher)

Elite: Ironclad Dreadnought (2#, 220 pts)
. . 1 Ironclad Dreadnought @ 220 pts (Unit Type: Vehicle (Walker); Extra Armor; Searchlight; Smoke Launchers; Hunter-Killer Missile(s) x2; Dreadnought CCW; Meltagun; Seismic Hammer; Heavy Flamer; Move Through Cover; Drop Pod)
. . . . 1 Drop Pod (Deathwind Missile Launcher)

Heavy Support: Dreadnought (2#, 170 pts)
. . 1 Dreadnought @ 170 pts (Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Dreadnought CCW; Multi-Melta; Heavy Flamer; Drop Pod)
. . . . 1 Drop Pod (Deathwind Missile Launcher)

Heavy Support: Dreadnought (2#, 170 pts)
. . 1 Dreadnought @ 170 pts (Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Dreadnought CCW; Multi-Melta; Heavy Flamer; Drop Pod)
. . . . 1 Drop Pod (Deathwind Missile Launcher)

Troops: Tactical Squad (11#, 220 pts)
. . 9 Tactical Squad @ 220 pts (Unit Type: Infantry; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Meltagun; Missile Launcher; And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod)
. . . . 1 Sergeant (Unit Type: Infantry; Krak Grenades; Bolt Pistol; Chainsword; And They Shall Know No Fear; Combat Squads; Combat Tactics)
. . . . 1 Drop Pod (Locator Beacon; Storm Bolter)

Troops: Tactical Squad (11#, 220 pts)
. . 9 Tactical Squad @ 220 pts (Unit Type: Infantry; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Meltagun; Missile Launcher; And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod)
. . . . 1 Sergeant (Unit Type: Infantry; Krak Grenades; Bolt Pistol; Chainsword; And They Shall Know No Fear; Combat Squads; Combat Tactics)
. . . . 1 Drop Pod (Locator Beacon; Storm Bolter)

Troops: Tactical Squad (11#, 220 pts)
. . 9 Tactical Squad @ 220 pts (Unit Type: Infantry; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Meltagun; Missile Launcher; And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod)
. . . . 1 Sergeant (Unit Type: Infantry; Krak Grenades; Bolt Pistol; Chainsword; And They Shall Know No Fear; Combat Squads; Combat Tactics)
. . . . 1 Drop Pod (Locator Beacon; Storm Bolter)

Troops: Tactical Squad (11#, 220 pts)
. . 9 Tactical Squad @ 220 pts (Unit Type: Infantry; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Meltagun; Missile Launcher; And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod)
. . . . 1 Sergeant (Unit Type: Infantry; Krak Grenades; Bolt Pistol; Chainsword; And They Shall Know No Fear; Combat Squads; Combat Tactics)
. . . . 1 Drop Pod (Locator Beacon; Storm Bolter)

Fast Attack: Land Speeder Storm (6#, 155 pts)
. . 4 Scout Squad @ 90 pts (Unit Type: Infantry; Krak Grenades; Scout Armour; Bolt Pistol x4; Combat Blade x2; Shotgun x2; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts)
. . . . 1 Sergeant (Unit Type: Infantry; Krak Grenades; Scout Armour; Melta Bombs; Bolt Pistol; Combi-Meltagun; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts)
. . 1 Land Speeder Storm @ 65 pts (Unit Type: Vehicle (Open-topped); Unit Type: Vehicle (Skimmer, Fast); Transport Capacity: 5 models; Cerberus Launcher; Jamming Beacon; Multi-Melta; Deep Strike; Scouts)

Fast Attack: Land Speeder Storm (6#, 155 pts)
. . 4 Scout Squad @ 90 pts (Unit Type: Infantry; Krak Grenades; Scout Armour; Bolt Pistol x4; Combat Blade x2; Shotgun x2; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts)
. . . . 1 Sergeant (Unit Type: Infantry; Krak Grenades; Scout Armour; Melta Bombs; Bolt Pistol; Combi-Meltagun; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts)
. . 1 Land Speeder Storm @ 65 pts (Unit Type: Vehicle (Open-topped); Unit Type: Vehicle (Skimmer, Fast); Transport Capacity: 5 models; Cerberus Launcher; Jamming Beacon; Multi-Melta; Deep Strike; Scouts)

Validation Report:
c-1. File Version: 1.06c For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Codex Chapter
Roster satisfies all enforced validation rules

Total Roster Cost: 2500

Created with Army Builder® - Try it for free at http://www.wolflair.com

   
Made in us
Sure Space Wolves Land Raider Pilot




Dallas Texas

How do the Storms perform for you. I was always Kind of iffy on them. Cool in theory crafting but in actual application I was not to sure.

man you are gonna Be an IG's biggest nightmare. I think your army will eat a ton of face.

I am wondering if you even need the melta Bombs on the scout squad but better safe then sorry i suppose.

Out of curiosity where will you stick your Librarian and the master of the forge?

"STRIKE WITH ALL YOUR MIGHT!!!!"
2,000 points and Growing
3,000 Points and Waiting 
   
Made in us
Regular Dakkanaut






The only thing keeping this list (and others like it) from being great is a guard army with the following three models:

Inquisitor
2x Mystics
   
Made in us
Speedy Swiftclaw Biker





Nanjing, China

vagorin wrote:How do the Storms perform for you.

Same question.

DT:90-S++G++M--B++I+Pw40k07#+D+++++A++/eWD379R++T(D)DM+
2500pts
Paladin Squad
Ordo Dakka wrote:It's as if counter-attack counters the attack in some way...
Nurglitch wrote:The Imperium will lose the plans for Lasguns before they forget how to build a perfectly servicable Shotgun.
 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

LucasLAD wrote:The only thing keeping this list (and others like it) from being great is a guard army with the following three models:

Inquisitor
2x Mystics


so the inquisitor can take a free shot at what my drop pods, so they gets blow up, then what I disembark? Not really a huge concern.

I have been using Storms alot and they are great if you get first turn you can scout turbo boost and then move fast to get into melta range and disembark your scouts and they can assault. If you don't get first turn I just reserve them they are awesome at last minute objective grabbing or contesting. And yes the meltabombs are just there just in case.

   
Made in us
Stalwart Ultramarine Tactical Marine






Seattle, WA

Just out of curiosity why are you using drop pods for every unit in your army? Versatility of deployment?
   
Made in ca
Lone Wolf Sentinel Pilot





Edmonton, AB

General_Chaos wrote:
LucasLAD wrote:The only thing keeping this list (and others like it) from being great is a guard army with the following three models:

Inquisitor
2x Mystics


so the inquisitor can take a free shot at what my drop pods, so they gets blow up, then what I disembark? Not really a huge concern.

I have been using Storms alot and they are great if you get first turn you can scout turbo boost and then move fast to get into melta range and disembark your scouts and they can assault. If you don't get first turn I just reserve them they are awesome at last minute objective grabbing or contesting. And yes the meltabombs are just there just in case.


You disembark immediately on landing and both the contents and the transport count as having deep struck, so I get to elect one unit within 12" of him (or his transport) to shoot each.

Q: How many of a specific demographic group are required to carry out a simple task?
A: An arbitrary number. One to carry out the task in question, and the remainder to act in a manner stereotypical of the group.

My Blog 
   
Made in us
Sure Space Wolves Land Raider Pilot




Dallas Texas

Fearspect wrote:
General_Chaos wrote:
LucasLAD wrote:The only thing keeping this list (and others like it) from being great is a guard army with the following three models:

Inquisitor
2x Mystics


so the inquisitor can take a free shot at what my drop pods, so they gets blow up, then what I disembark? Not really a huge concern.

I have been using Storms alot and they are great if you get first turn you can scout turbo boost and then move fast to get into melta range and disembark your scouts and they can assault. If you don't get first turn I just reserve them they are awesome at last minute objective grabbing or contesting. And yes the meltabombs are just there just in case.


You disembark immediately on landing and both the contents and the transport count as having deep struck, so I get to elect one unit within 12" of him (or his transport) to shoot each.



How often do guard bring Inquisitors with Mysticks that don't prepare for this list specifically?

"STRIKE WITH ALL YOUR MIGHT!!!!"
2,000 points and Growing
3,000 Points and Waiting 
   
Made in ca
Lone Wolf Sentinel Pilot





Edmonton, AB

(it's for 'Ard Boyz)

That being said, that is just one army (Guard, though it is going to be about 70% of the armies out there if recent tournament showings mean anything).

Back to the list:

1) I really think that you need to get some practice games in with this proxied and figure out a solution to opponents reserving against you and then denying a flank.

2) A hilarious trick: If your opponent has something big and stupid like a landraider, drop an empty pod or two right in front of it. You sacrificed 35 points to keep 450+ points out of doing anything relevant for at least a turn, possibly more.

Q: How many of a specific demographic group are required to carry out a simple task?
A: An arbitrary number. One to carry out the task in question, and the remainder to act in a manner stereotypical of the group.

My Blog 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Fearspect wrote:You disembark immediately on landing and both the contents and the transport count as having deep struck, so I get to elect one unit within 12" of him (or his transport) to shoot each.
Ok here's how I am reading this. The Mystics allow you to get a free shot before the movement phase. Droppods say you must disembark immediately as normal. Disembarking happens during the movement phase. I don't see anywhere that says the contents count as having deep stuck.


Automatically Appended Next Post:
Fearspect wrote:
1) I really think that you need to get some practice games in with this proxied and figure out a solution to opponents reserving against you and then denying a flank.

Don't need to proxy I have all the models needed. An opponent reserving everything is not that great of a strategy against this many drop pods, it is a safer move then getting Alpha struck as hard as this list will hit you. The first off I just drop my troops instead of the dreads having them land on objectives or near my table edge. Now on turn two your units will start coming in piecemeal from your table edge while my units come down where ever I want. From this point it all comes down to dice rolls to see which units come in and at what times. Plus if you reserve everything all that time you spent planning out your deployments and "battle plans" are all thrown out the window.

Your best defense is to castle up as tight as you can in a corner with a screen of infantry around, you will probably lose alot of models but have a chance at forming up a good counter assault.

This message was edited 1 time. Last update was at 2010/04/12 21:35:51


   
Made in us
Willing Inquisitorial Excruciator




Falls Church, VA

General_Chaos wrote:
Fearspect wrote:You disembark immediately on landing and both the contents and the transport count as having deep struck, so I get to elect one unit within 12" of him (or his transport) to shoot each.
Ok here's how I am reading this. The Mystics allow you to get a free shot before the movement phase. Droppods say you must disembark immediately as normal. Disembarking happens during the movement phase. I don't see anywhere that says the contents count as having deep stuck.


You're reading it wrong then, as its been played this way and has been FAQ'd. Here's the sequence of events:

1) You pick your point to deepstrike onto and scatter as normal. The contents must immediatley disembark.
2) The guard player rolls 4d6, if you are within this distance of the inquisitor + mystics (in this case, his transport which gives him a wider area, you measure form the hull of a vehicle when checking range on an embarked model), his squad or any friendly unit with a model within 12 inches (so my executioner for example which is 10inches from my mystics) can fire on you.
3) I have to nominate whether I am choosing to fire on the unit or the pod, I cannot fire on both. Obviously, its the unit.

Now, this isn't "backbreaking" persay as you can just deepstrike further away, but his protects my guard army from you deepstriking in too close, and gives me plenty of "free" shots.

And yea, pretty much every guard player will have this, as will anyone else who can ally with Daemonhunters.


Automatically Appended Next Post:
Went and found the link for you as well:

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180153_Daemonhunters_FAQ_2004-08_5th_Edition.pdf

Incase it doesnt work, thats the FAQ for the Daemonhunters book off the GW site, here's the important bit:

Q. Can you clarify how Mystics work?
A. Mystics allow you to take a free shot at each
summoned pack of Daemons or unit that Deep
Strikes within 4D6” of the Inquisitor.

Q. Do Inquisitorial Mystics allow “free shots” at
units arriving by Drop Pod?
A. Yes. The shooting is resolved after the Drop
Pod lands and the passengers have disembarked.
Either the Drop Pod or the disembarked unit may
be the targeted, but not both.

This message was edited 3 times. Last update was at 2010/04/12 22:11:59


 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Ahh I even looked at the FAQ and didn't look past the first answer. lame.... it even says this "Free" shot happens before the movement phase...go go GW

Oh well fudge it I have no disillusions of grandeur that I will win 'Ard Boyz so all you Xenos beware


Automatically Appended Next Post:
spacemarinejunkie wrote:Just out of curiosity why are you using drop pods for every unit in your army? Versatility of deployment?
Cause they are kewl! And my Ultramarines are second company and Sicarius loves drop pods

This message was edited 1 time. Last update was at 2010/04/12 22:49:31


   
Made in us
Stalwart Ultramarine Tactical Marine






Seattle, WA

spacemarinejunkie wrote:Just out of curiosity why are you using drop pods for every unit in your army? Versatility of deployment?
Cause they are kewl! And my Ultramarines are second company and Sicarius loves drop pods


LOL, the best reason of all. Fluff and fun.
   
Made in us
Willing Inquisitorial Excruciator




Falls Church, VA

Just because Mystics work that way doesn't ruin your army, it just means you need to be aware and change your deployment of pods accordingly.

Personally, I'm running guard for Ard Boyz, Ive had an armored company for years, the new book added a lot of fun features, but I've stuck with em for a while and enjoy playing them, especially since my main army is Eldar and well...Im tired of jetbike seer council being the only list.

That being said, keep in mind the "no no" bubbles are only 24 inches at most, and ~12 on average. You'll see at most 2, and more commonly 1 of these "anti-deepstrike" elements. So although powerful, it shouldn't break your army as long as you use some care when deep striking and choosing which part of the guard army to target (the parts ~18 inches or more from the bubbles).
   
Made in us
Nasty Nob






Gardner, MA

I would find a way to put a few powerfists in with the Tacticals- maybe drop the deathwind missile launchers off the pods.

A man's character is his fate.
 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

kaiservonhugal wrote:I would find a way to put a few powerfists in with the Tacticals- maybe drop the deathwind missile launchers off the pods.


I used to put powerfist on my tacticals I don't anymore. The tacticals jobs are to hold objectives, give long range support, and not die.

   
 
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