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Made in nz
Scarred Ultramarine Tyrannic War Veteran






Wellington, NZ

Here's the list, below's the plan.

2500 pt army list

HQ
Captain w/ Relic Blade & SS 145
W/ Command squad - 4 vets & Apothecary w/ PWs & SS 235

Epistorlary Librarian w/ Jump pack. The Gate of infinity, & Vortex of doom 175

TROOPS

10 MAN TAC squad w/ Plasma Cannon & Plasma Gun [sgt has Combi Plasma & PF] 220

10 MAN TAC squad w/ Multi-Melta & Melta Gun [sgt has Combi Melta & PF] 210

10 MAN TAC squad w/ Lascannon & Melta Gun [sgt has Combi Melta & PF] 220

05 MAN SCOUT squad w/ HB sgt has CC weapon and BP in razorback w/ TL HBs 125

05 MAN SCOUT squad w/ HB sgt has CC weapon and BP in razorback w/ TL HBs 125


ELITES

5 man Terminator squad with assault cannon and 2 chainfists 240

Dreadnought with TL LC and ML 145

10 MAN Sternguard squad w/ 2 combi meltas 260


FAST ATTACK

10 man assault squad [sgt has PP and PF], 2 flamers. 250


HEAVY SUPPORT

5 MAN dev squad w/ 4 MLs 150


2500 points



OK, with the list out of the way, the plan is for the libby to join the assault squad and use gate of infinity to teleport up to the biggest 'shooty' squad and lock em up in CC, whilst the command squad and captain move up behind the sternguard. the sternguard go towards any enemy in cover, or any lightly armoured infantry or vehicle, where when the captain and the command squad run up and engage any heavy infantry. meanwhile the MM, melta and combi melta tac squad move up on any tanks, and the PC, plasma gun and combi plasma squad can go towards andy remaining infantry. The scouts zoom around and grab any objectives [if thats the game mode]. and the last tac squad do the same but cover with the lascannon and eventually move up with the melta squad and assist them. Meanwhile, the termies just run up and clear up anything. And the devs sit back and destroy packed infanty and lightly armoured vehicles, as does the dread. Eventually, the scouts alongside the razorbacks, termies, devs, dread and lascannon tac squad form a sort of 'gunline'.

So yeah, that's the list.

what do you think?

LDP

This message was edited 4 times. Last update was at 2011/05/30 04:57:57


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Made in us
Been Around the Block





I'm not an awsome SM player but here goes. I have problems with running Heavy weapons in Tac units. why? because I either cant move or cant shoot. Makes for a difficult game. I would say cut down your tac units till you have enough points to run a second dev squad. 7 is usually good.

Scouts. I prefer Snipers, but thats just me. some times I run scouts with PF and Melta bombs to take out some rear armor. Scouts do jobs. Snipers or tank killas. If you think you can bring em in on a table edge and expect them to last like SM, just not going to happen.

Just some ideas. I'm sure plenty disagree with me.
   
Made in nz
Scarred Ultramarine Tyrannic War Veteran






Wellington, NZ

Thanks for the advice.
I agree with the issue of non immobile tactical squads, and probably could scrap the heavy weapons, but the points cost is larger in dev squads. Perhaps I could run some flamers and drop a scout squad or something. We'll see.

Thanks for the help anyway!

LDP

___________________ Check out my Ultramarines P&M Blog!___________________

 
   
Made in gb
Regular Dakkanaut



England

I suggest starting at a lower points level to get a better feel of the game before you bother too much with the big lists. Find out how you play
   
Made in nz
Scarred Ultramarine Tyrannic War Veteran






Wellington, NZ

Yes. That's probably the best idea

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Made in au
Focused Dark Angels Land Raider Pilot






Melbourne

cassiaus wrote:I'm not an awsome SM player but here goes. I have problems with running Heavy weapons in Tac units.

You should have stopped with the first sentence. Terrible advice.

Anyway.

In regards to your list:
Scouts cannot take transports.
Epistolary is a waste of points with the powers you have taken.
C: SM Assault Marines are terrible, don't even bother with them unless you're running Blood Angels.
Assault Cannon is a terrible weapon for Terminators. Cyclone Missile Launcher is infinitely better due to range, AP and Strength of the weapon.
The command squad is quite useless. It's a unit designed for close combat, but has no way of getting there.
You have no way of taking objectives. Get some transports in there; one per tactical marine squad and for the sternguard.
The Dreadnought is not efficiently equipped. The Lascannon is overcosted and you can get cheaper missile launchers in your tactical squads. Go for a Riflemen Dread (2 x Autocannon) if you want a shooty dread.

I'd suggest you start playing at 1500 points to start with. Anything less means you don't have enough enough points to take anything but the basic Troops + HQ - this is particularly true for Space Marines. 2500 is far too much to start with. Here are a couple of basic rules that you should follow:

Every Tactical Squad should have a transport.
Unless you're in a Kill Point mission, there's almost no downside to Combat Squadding. Hence why cassiaus advice above is terrible.
Close Combat units need a way to get into combat, ie, a transport/bikes/jump packs/mount. Otherwise they'll get kited and shot to death without actually doing anything.

I hope that helps.

You brighten my life like a polystyrene hat, but it melts in the sun like a life without love, and I've waited for you so I'll keep holding on without you.

"There's nothing cooler than being proud of the things that you love" - Sean Plott

Gold League - Terran 
   
Made in us
Longtime Dakkanaut






Dallas Texas

if youve never played a game you should probably start with something smaller than 2500 points, as 2500 points requires alot of percision and synergy.

5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
 
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