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![[Post New]](/s/i/i.gif) 2011/02/02 22:15:48
Subject: Considering Ultramarines
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Been Around the Block
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I am considering investing in an Ultramarine army. Well, any form of vanilla marines will do. Check out my list and tell me if my plan is worth it...
Libby - termie armor - null zone, might of the ancients
5 TH and SS termies
Land raider - extra armor
10 man tac squad - meltagun, power weapon, missile launcher, razorback, tw-lc
5 stay back and shoot with missile launcher, 5 in razorback for mobility
10 man tac squad - meltagun, power weapon, missile launcher, razorback, tw-lc
5 stay back and shoot with missile launcher, 5 in razorback for mobility
10 man tac squad - meltagun, power fist, missile launcher, razorback, tw-lc
5 stay back and shoot with missile launcher, 5 in razorback for mobility
Land speeder - multimelta
Vindicator
Vindicator
Vindicator
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Dear Games Workshop,
Paper is totally over powered! I can't believe how badly you guys screwed up. Why can't you make armies balanced, like Scissors? I quit!
Rock |
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![[Post New]](/s/i/i.gif) 2011/02/02 23:58:43
Subject: Re:Considering Ultramarines
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Death-Dealing Devastator
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Hi,
dont know the size of your army, maybe about 1750 pts i think.
HQ - good choise, give him SS, powers are fine, sometimes null zone and avenger are also good. If you want named HQs, vulkan or Shrike are fine, Vulkan is great.
ELITE - your star unit, take LRC with MM/EA, you can still fire from all weapons.
TROOPS - leave PWs, take only 1 PW in 3rd squad and also give the 3rd squad MM and meltagun, use this squad for conquest some objectiv on enemy side, they go as first unit, for razorback good option is Lasplaz version. Sniper scouts are also fine, if you want camp on oblectiv near your deploy zone, or in it. They are cheap and for this role quite good.
FAST - 1 speeder isnt good, especialy if it is suicide unit, take 2 or take typhoon instead.
HEAVY - 3x vindi are good.
Against tides armies like orks or nids you must change some weapons, maybe units for more template/blast weapons. Typhoons, thunderfire cannons, sterns, rifle dreads, ironclads with heavyflamers are good.
Maybe this helps a little.
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![[Post New]](/s/i/i.gif) 2011/02/03 01:20:03
Subject: Re:Considering Ultramarines
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Been Around the Block
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The list is meant to be 1850.
You are totally right about adding the SS to the libby. That was my original intention, but I simply forgot. Now I need to find those points in the list.
I think you are right about the land raider as well. No sense in worrying about long range fire power when the job of the vehicle is to get my termies into assault.
I don't understand why I would want to drop the power weapons. In my mind, they are needed to help deal with marine armor, feel no pain, and to force opponents to deal with multiple threats. Would you please elaborate on your thinking?
The land speeder is meant to be a suicide unit. Can you elaborate on your thinking? Is there a better alternative? My thinking was the land speeder can deep strike, it can come in from a edge and move a great distance, and it is fairly cheep.
This whole Ultramarine / vanilla marine consideration is based on taking three vindies. I just want to feel the power.
Thanks for your feedback.
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Dear Games Workshop,
Paper is totally over powered! I can't believe how badly you guys screwed up. Why can't you make armies balanced, like Scissors? I quit!
Rock |
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![[Post New]](/s/i/i.gif) 2011/02/03 01:33:52
Subject: Considering Ultramarines
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Boosting Ultramarine Biker
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Gate of Infinity is great for a Librarian with an entourage. I use one all the time with a Sternguard retinue. With Termis you won't need it as much, as I use it to remove my Sterns from assault so they can shoot.
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![[Post New]](/s/i/i.gif) 2011/02/03 01:46:15
Subject: Considering Ultramarines
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Savage Khorne Berserker Biker
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Tac squads aren't really meant to get into CC, unless it's against an army that isn't so hot in CC like Tau.
Dropping the PWs opens up getting combi-meltas for your Sergeants, further increasing the role that your Tac squads have of being tank hunters.
Just an option to consider.
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![[Post New]](/s/i/i.gif) 2011/02/03 14:39:20
Subject: Considering Ultramarines
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Tower of Power
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Drop your power weapons and take combi meltas to support the meltas and take another Land Speeder but as Typhoon setup giving you loads of long range fire power.
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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 |
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