Hey guys,
with 6th edition right around the corner, I've been saving up to start an army that will be 6th edition competitive from the very start. With some thought I decided to go with Ultramarines (though if the chaos rumors happen to be true, then I may reconsider) as they are my favorite chapter and I can use my existing collection (albeit a horribly made one) until I can acquire a whole new army (I want this army to be beautifully painted and make use of forge world). Of course, until 6th edition comes out, I can't make any big plans, but I thought a drop pod list might prove interesting to play and would defiantly be unexpected on the competitive scene.
The list I have now is just a beginning I cooked up in about an hour. of course, I still need to play with the points costs and number of pods, but here it is:
Varro Tigurius: 230 pts.
Sternguard Veterans: 230 pts.
• Srg. w/ Powerfist: 25 pts.
• Veteran w/ Combi-Melta: 5 pts.
• 3 Extra Veterans: 75 pts.
Drop Pod: 45 pts.
• Locator Beacon: 10 pts.
Master of the Forge: 100 pts.
Tactical Squad: 210 pts.
• Srg. w/ Powerfist: 25 pts.
• Marine w/ Meltagun: 5 pts.
• Marine w/ Multi-Melta: Free
• 5 Extra Marines: 90 pts.
Drop Pod: 45 pts.
• Locator Beacon: 10 pts.
Tactical Squad: 215 pts.
• Srg. w/ Powerfist: 25 pts.
• Marine w/ Plasma Gun: 10 pts.
• Marine w/ Multi-Melta: Free
• 5 Extra Marines: 90 pts.
Drop Pod: 45 pts.
• Locator Beacon: 10 pts.
Ironclad Dreadnought: 160 pts.
• Heavy Flamer: 10 pts.
• Ironclad Assault launchers: 15 pts.
Drop Pod: 45 pts.
• Locator Beacon: 10 pts.
Ironclad Dreadnought: 160 pts.
• Heavy Flamer: 10 pts.
• Ironclad Assault launchers: 15 pts.
Drop Pod: 45 pts.
• Locator Beacon: 10 pts.
Terminator Assault Squad: 200 pts.
• Thunder Hammer and Storm Shields: Free
Scout Bikers: 120 pts.
• Srg. w/ Powerfist: 25 pts.
• Locator Beacon: 25 pts.
Storm Talon: 150 pts.
• Twin-Linked Lascannon: 20 pts.
again, its a work in progress. as of now, I am considering replacing the bikes with scouts in a storm (for an extra troops choice) and dropping the termies for another dread or combat squad in a pod. I'm also considering splitting the tacticals (or at least one) into 2 separate combat squads to increase pods (though then I can't take special weapons)
basically my plan is to send in tigurius and the stern guards in first along with the dreads. tigurius casts force dome and another ability power then rapid firing bolters and psychic lightning bolts rape whatever I send them at (I can also give up tigurius's psychic shooting for a 3rd ability and just fire his bolt pistol). Dreads shoot and take a few things out as well. of course, the challenge of this list is to survive turn 1, but with 2-3 dreads and a force domed vet squad, I should be fine as long as I didn't drop their pods stupidly. next turn is when the party really starts. For those of you who wonder why I added tigurius, the reason drop pod lists are so under used is the unpredictability of reserve rolls, so now I can reroll those

. tactical squads come down (using the beacons of course) and bring with them a master of the forge (I added him just to make dreadnoughts
HS, but hopefully he can repair any damage they took in the opening turns). as the marines take the objectives, the scouts come in with the storm raven and start raping tanks (or anything that gets in their way). if I use regular scouts in storm, these guys can take objectives too

. the termies (if I keep them) deep strike with the beacons to where they're most needed and the dreads go into assault. the stern guard and tigurius can teleport around using the beacons to rape infantry and support other units. then its just keeping this momentum up
Automatically Appended Next Post: oh, and grouped units come in together