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![[Post New]](/s/i/i.gif) 2010/09/22 15:13:08
Subject: Ultramarines List
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Long-Range Ultramarine Land Speeder Pilot
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Hey guys, I've purchased the following from GW, and I was wondering what combinations I should have for a 1500 point army, and what (if anything) I need on top of this.
HQ's
marneus calgar + honour gaurd
cato sicarius
commander
sternguard squad
vindicator
devastator squad
combat squad
tactical squad
scout squad x2
rhino x2
drop-pod
assault squad x2
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![[Post New]](/s/i/i.gif) 2010/09/22 16:26:57
Subject: Re:Ultramarines List
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Tunneling Trygon
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Have you built them yet? What weapons have you given the scouts/tacs etc or can we start from the very beginning?
How do you prefer to play - assault, shooty?
Quick add up, you have about 1600-1700 points there with heavy weapons assuming only 2 out of the 3 HQ choices are taken. Drop pod for sternguard and rhino for full tac squad leaves one rhino. If you only have a combat squad for this can you convert it to a razorback?
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This message was edited 1 time. Last update was at 2010/09/22 16:38:16
"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2010/09/22 16:29:14
Subject: Ultramarines List
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Longtime Dakkanaut
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Your definatly going to need atleast another tactical squad and i would recommend building a non-named HQ choice.
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![[Post New]](/s/i/i.gif) 2010/09/22 16:33:07
Subject: Ultramarines List
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Long-Range Ultramarine Land Speeder Pilot
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I prefer the shooty style, and for the non-named HQ, I've got a commander with a combi-flamer and a power-fist.
Nothing else as been built yet. Though the Rhino is in progress, no weapons built on it though.
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![[Post New]](/s/i/i.gif) 2010/09/22 16:48:00
Subject: Ultramarines List
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Eternally-Stimulated Slaanesh Dreadnought
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Like Catrypelius said, I suggest another tac squad. If you prefer shooty side i'd also suggest sternguard and devastators...
How many points are looking to go for now?
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![[Post New]](/s/i/i.gif) 2010/09/22 16:57:20
Subject: Re:Ultramarines List
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Tunneling Trygon
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Choices you have seem to lean towards a shooty army with vindicator, devastator squad with missiles or las cannons, scouts with snipers and missiles and Calgar, honour guard acting as protection.
Sternguard with meltas and one big assualt squad drop-podding in and disrupting enemy mech etc. while the remainder stand there and pelt in str 7+ shots ...
Rhinos can then move forwards to claim objectives late game. Still would look at razorback rather than second rhino if one combat squad. Could also use one for Calgar and retinue for later assault.
For 1500 point games, Calgar and honour guard and other commander does seem expensive. I would maybe look at commander and librarian for psychic niceness ...
If heading for 2000 points then landraider and terminators must be a consideration.
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"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2010/09/22 17:25:11
Subject: Ultramarines List
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Eternally-Stimulated Slaanesh Dreadnought
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marneus calgar + honour gaurd
cato sicarius
commander
sternguard squad
vindicator
devastator squad
combat squad
tactical squad
scout squad x2
rhino x2
drop-pod
assault squad x2
so far i'm thinking:
HQ
Captain
Power Fist
Combi-Flamer
Artificer Armour
Hellfire Rounds
160
ELITES
Sternguard Squad (10 man)
x 6 Combi-Melta
DT: Drop Pod W/ Deathwind Launcher
335
TROOPS
Tactical Squad (10 man)
Sergeant: Combi-Melta
Melta Gun
Missile Launcher
DT: Rhino
220
Tactical Squad (5 man)
Razorback w/ T-L Lascannon
165
Scout Squad (5 man)
Sergeant Telion
Missile Launcher
Camo Cloaks x 5
150
Scout Squad (5 man)
Missile Launcher
Camo Cloaks x 5
100
HEAVY SUPPORT
Devastator Squad (10 man)
x 4 Missile Launchers
230
Vindicator
Storm Bolter
Extra Armour
140
1500 points
a 1500 list with what you have already. just don't expect miracles of it
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![[Post New]](/s/i/i.gif) 2010/09/22 17:32:56
Subject: Ultramarines List
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Longtime Dakkanaut
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I like Corennus's list, it uses what you have...
Id consider sniper rifles on the scouts though.
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![[Post New]](/s/i/i.gif) 2010/09/22 17:34:18
Subject: Ultramarines List
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Long-Range Ultramarine Land Speeder Pilot
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Thanks guys, some comprehensive advice. Much appreciated.
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![[Post New]](/s/i/i.gif) 2010/09/22 17:35:17
Subject: Ultramarines List
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Eternally-Stimulated Slaanesh Dreadnought
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4+ to hit. 4+ to wound...
I guess if you keep them far enough away from everyone then that might work.
Especially since scout armour is like paper. 4+ save......bolters go right through it.
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![[Post New]](/s/i/i.gif) 2010/09/23 08:51:30
Subject: Ultramarines List
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Tunneling Trygon
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Corennus wrote:4+ to hit. 4+ to wound...
I guess if you keep them far enough away from everyone then that might work.
Especially since scout armour is like paper. 4+ save......bolters go right through it.
With camo cloaks and sniper rifles, you'll be looking to put them in cover so hopefully armour save won't be an issue! You could though be aggressive with one sqaud and place them forward with a teleport homer for the drop pod!
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"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2010/09/23 09:54:56
Subject: Ultramarines List
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Eternally-Stimulated Slaanesh Dreadnought
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Teleport homer for drop pod is a must....but you need to keep points reasonable..
dropping telion wouldn't be a good idea cause you need his ballistic skill when using missile launcher
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