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Made in au
Slippery Ultramarine Scout Biker




Hey guys I'm trying to put my first ultramarine army together (yes, newbie) and I need some feedback.

Tigerius - 230 points
10 termies with 2 cyclone missile launchers - 460 points
Whirlwind - 85 points
Vindicator - 115 points
9 assault marines and sarge with power fist - 197 points
1 tactical squads with plascannon and flamer in rhino - 210 points
1 tactical squads with plascannon and flamer - 175 points

I was thinking of using Tigerius to gate the terminators and shoot stuff. The assault squad and tactical squad with the Rhino flank the other side, while the other tactical squad stays at the base.

Could you guys please tell me your thoughts?

This message was edited 1 time. Last update was at 2012/09/01 04:15:00


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Your army as written has some gaps. You don't have a good way to deal with flyers or AV14. You have more anti-horde firepower then I think you need. If you play a lot of orks, tyranids, or footslogging armies, I think you would do fine. But you need a bit more balance IMHO.

If you just want a librarian to port you around, just buy a basic one in TDA and save 100 points. He'll be tougher, and you don't realy need the extra firepower and special rules that Tigerius brings. You do, after all, have a full 10 man terminator squad to kill things. I'd also recommend assault cannons in this role (and a chainfist or two if you have some spare points).

I'd drop the assualt squad down to 5 man, and give them a flamer. I'd like to see a chaplain leading them. You can advance with the rhino, keeping behind it for cover. A larger squad might have problems staying behind things.

I'd swap both your tanks for a pair of auto/las preds. You have lots of guys who can shoot infantry to death, but not a lot of anti-tank, and almost nothing that can threaten flyers. While massed ground fire is not the best way to down flyers, 4xAC and 4xLC shots should get at least one hit, and depending on which gun landed, give you a good chance for a glance/pen. And when not needed for AA fire, predators can almost always find something worth shooting at.

While PCs are cheap in tac squads, blast weapons can't snap-fire on the move, so I don't recommend them for mobile squads. I'd go with double melta (MM/M) for the rhino squad. Defiantly stick with one of the free heavy options (HB/MM/ML), as you aren't going to get w whole lot of use out of it. While the flamer is not a bad weapon, you don't have a whole lot that can deal with AV14, so it's good to have.

I'd go double plasma on the camping squad. Alternatively, replace them with scouts, behind a ADL if you have the points, or just hanging in the local forest/ruins if you don't. A third option would be to combat squad them and buy them a razorback.

   
Made in gb
Longtime Dakkanaut




Force dome before you gate. Better still do not take tigurius and give yourself a break.

termies and whirlwind and assault marines are not great options. though termies do not deserve to be brought down to that level, maybe even consider deathwing if you want 10 termies.

I would take the tacticals either all in rhinos or all footslogging. Take the rhinos. It is just a single rhino coming forward is an easy target.

vindicator instead of whirlwind.
termy+SS librarian for tigurius.
assault marines for rhino and then bring a thrid vindicator.
This would tighten up your list, though good luck hitting flyers.
   
Made in au
Slippery Ultramarine Scout Biker




I appreciate the input.

I was keeping the whirlwind for long range but that makes more sense. swap for vindicator, predator with autocannon and lascannon sponsons.
MM/MG for tactical squad
PC/PG for tactical squad 2
Bring down assault marines and add flamer

I thought it was pretty solid with Tigurius with vortex of doom, avenger and gate, Plascannons.

The whirlwind is AP2 and always wounds on a 2+ and vindicator is good for taking down multiple wound targets (Nobs, HQ, Mephiston). All are Ap 2 or 3. And the vindicator and vortex of doom can kill AV14 at a pinch. Also the termies have krak missiles and powerfists.

But yeah I'm going for a balance oriented army so I tried to make sure that every squad had an AP2 weapon.
Deathwing is a good idea. That could work really well.


Also what should I do for the other libby power? Null zone? The avenger? And should I make him epistolary?


Now I have something for flyers and tanks. I kinda overlooked tanks. Should I change the CLMs to Assault cannons?

This message was edited 3 times. Last update was at 2012/09/02 03:54:12


 
   
 
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