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Made in us
Long-Range Ultramarine Land Speeder Pilot





USA - New York

Added some new units to my list. Just got an Ironclad Dread and a Vindicator. Still waiting on my SM Bikes and Assault Bike... apparently it takes a month to ship to my FLGS. Still trying to feel out my list. Any more advice?


Automatically Appended Next Post:
Also, needs to be as close to WYSIWYG as i can manage please.

This message was edited 1 time. Last update was at 2012/02/04 17:16:57


4000pts  
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

What are the units that you have already in your hands? Also, what list have you been trying out?
   
Made in us
Long-Range Ultramarine Land Speeder Pilot





USA - New York

Sorry. I edited my list on the first page, but I have:
Master of the Watch
Sergeant Telion
Cato Sicarius
Librarian with Staff
Chaplain on foot
AOBR Captian
3 tactical squads, 1 captain with combi-melta, 2 flamer, 1 plasma
2 Dreadnoughts: 2 twin linked autocannons, additional arms from dreadnought set
1 Ironclad Dreadnought
5 terminators with SBs and PFs
5 man assault squad, 1 Flamer
5 man sniper scouts, 1 ML
5 CCW scouts
1 magnetized landspeeder tornado
Devastators, 2 plasma, 5 missile, 2 heavybolter, 2 lascannon
5 sternguard
1 predator
1 Vindicator
2 Razorbacks or Rhinos

I've been running a list more or less like
Librarian
Dreadnought with Autocannons
Dreadnought with MM and CCW
Sterngard with Combi-Meltas
LandSpeeder-ML and HB
10 Man Tac-Lc,flamer
10 Man Tac-Lc, plasma,combimelta
Scouts-Usually with snipers, ml, and telion
Predator-AC, Las Sponsons
Rhino/Razorback
Rhino/Razorback
DevSquad-MLs

Stuff I learned:
I've come to understand how useful transports are. Even without units inside I can still block LOS and keep my rear support safe, or If i want load up heavy weapons into a mobile bunker.
I don't have Meltaguns, which I would like to give to my squads, but cannot yet.
Scouts have been useful to me every game, being able to infiltrate to the flank of my enemy and attack them seems invaluable.
My MM dread has yet to do anything useful. Maybe with a drop pod i could get him into a useful range, but I dont have one yet... So I either need to kit this guy out long range, or maybe take my ironclad so I can survive long enough to get him into combat?

4000pts  
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

Unfortunately, putting an Ironclad Dreadnought in instead of your MM dreadnought will guarantee that he soaks up all the anti-vehicle guns. The only way to reliably deliver these Dreadnoughts are via Drop Pod.

You can put them as deterrent so enemy units won't charge into your Scouts + Dev Squads + 2x Tac Squads. I guess you have been doing this and that is why the dreadnought has not seen much service.

I think your list is already in a good shape. I would suggest playing more armies to get more tactical feedback. What armies have you played against?
   
Made in us
Long-Range Ultramarine Land Speeder Pilot





USA - New York

I only ever get to play SM at my flgs. I've played several different people, but all of them using SM... I also tend to see a Landraider almost every game, at practically any point value.
Do you think the vindicator has a place in my list? Maybe instead of the MM dread, i could still use it to draw fire?
I'm waiting on a set of bikes and a MM attack bike as well, but don't have them yet.

4000pts  
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

One vindication is an instant death to it. The only way to reliably pop land raider is attack bikes with multi metal. Or speeder with multi meltas.

For the next three games, try running your librarian with null zone and machine curse. Put him in a rhino and you can keep glancing that land raider. When the termies inside pop out, pop null zone and you are good to go.
   
Made in us
Long-Range Ultramarine Land Speeder Pilot





USA - New York

That makes sense Leo, maybe stick my librarian with my sternguard in a rhino? I've mainly used my landspeeder to skirt along the edges and support my troops/keep units away from my flanks.

4000pts  
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

Yeah. Librarian with Sternguard in a rhino will be very annoying. Remember that you can not move 12 and cast shooting attack. So if needed pop smoke one turn then perform move, fet out, machine curse and combi-melta. If you are lucky enough to pop the lr, assault everyone inside.
   
Made in us
Long-Range Ultramarine Land Speeder Pilot





USA - New York

So how about this list:
HQ
Librarian-Machine Curse, Avenger-or-Nullzone Avenger (rhino)

Troops
Tac Squad-10 man, Lascannon, Plasmagun, Combimelta
Tac Squad-10 man, flamer, lascannon
Scouts-10 man, Telion, Snipers, ML

Elite
Sternguard-Combimeltas x5, Powerfist (rhino)
Dreadnought- TLAC x2
Ironclad with HK

Transports
Razorback with Lascannon
Rhino

Heavy
Vindicator
Predator-AC, LCs

Fast
Attack Bike-MM

Should work out to be 1500 exactly. 30 scoring units, 7 vehicles. Look okay?

4000pts  
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

Null Zone is the best psychic power to have since it is the best anti-IC, anti thunder hammer Termies option. Other than that, everything looks ok. Play a couple of games and then decide.
   
Made in us
Long-Range Ultramarine Land Speeder Pilot





USA - New York

Yea, I'm gonna give this a few goes and see what happens. In regards to null zone it says they re-roll for a turn. Does that just mean they cant pass an invulnerable save? Or is it just one re-roll?

This message was edited 1 time. Last update was at 2012/02/06 16:18:06


4000pts  
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

They have to reroll successful invulnerable saves. Of course, dice re-rolling is never done more than once per dice.

This makes their 3+ Thunder hammer 4.5+ thunder hammer. And all IC with 4+ invulsave is now 5.5+ invul save.

In other words, daemons, characters, assault marines lose much of their staying power.
   
Made in us
Long-Range Ultramarine Land Speeder Pilot





USA - New York

List worked pretty well. We played pitched battle/annihilation and i won quite deftly. I ended up switching the ironclad to a LC/ML dread for the game. Vindicator blew up before it had a chance to shoot though... but at least it drew some fire right? I think i need more movement in my army... it's awfully shooty, but I don't have a whole lot of movement.

4000pts  
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

My only question is why would you use a Dreadnaught? in my experience, if they don't have a drop pod to get into combat with, they are pretty much 150+ point paperweights.

(I learned this from experience with my Contemptor Dreadnaught w/ MM + CCW)

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

Depends on what you want the Dreadnought to do. Rifleman dread is a good well rounded option for cheap. ML TLLC dreadnought is only if you ran out of ways to provide AV.

If your dreadnought has DCCW, he needs to be either pushing forward and most likely die on the way. Or he needs a drop pod to be worth it.

Like I have said earlier Vindicator will get wiped since its range is limited. You need more than one to make it into some shooting action. For that 100 points, you can get a Thunderfire cannon which grants your scouts 2+ cover save in ruins.
   
Made in us
Long-Range Ultramarine Land Speeder Pilot





USA - New York

I'm going to be playing against a Tyranid army next week, and I've only ever played against Space Marines. Any advice on tactics or units? Im thinking assault cannons and missiles. Drop lots of templates and shoot as many shots as I can, that about right?

4000pts  
   
Made in us
Shunting Grey Knight Interceptor




texas

Seems to me you could use more transports. Drop pod your Ironclad or sternguard. 2 razorback/rhino seems like you need more cheap trans.

 
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

tyranids have lots of stuff but weak armor so template and blast is the way to go. Also, watch out for their montrous creatures and zoanthrope.
   
Made in us
Long-Range Ultramarine Land Speeder Pilot





USA - New York

Absolutely Devildog, I agree. The more I play the more it seems that i'm missing mobility, and I can't get my important stuff where it needs to be. Next on my list of stuffs is razorback kits and drop pods. However until I get those two has to be enough... But since I havent played against 'nids before I'm wondering about load outs and what not.


Automatically Appended Next Post:
So maybe run a dev squad with MLs and swap out LCs in tac sqauds for HBs or Plasmacannons?

This message was edited 1 time. Last update was at 2012/02/17 01:12:47


4000pts  
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

You should try to keep your list as much as you can without tailoring it to a specific match up. Dev squad with ML is always useful against all units. LC in tac squad is a good option if you already have 10-man in there. So just keep them the way it is.

Another thing that is very good against nids is Land Speeder Tornado, they can move 12" and shoot 2 missles. That will make a lot of genestealers very unhappy very fast.
   
 
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