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![[Post New]](/s/i/i.gif) 2013/01/28 16:42:02
Subject: 2k Ultramarines - C&C Welcome!
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Resolute Ultramarine Honor Guard
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I've been toying with this list for a while now, and have finally decided to post it. It's a build up of my 1500pt list, adding the Scouts, Master of the Forge, and a second Contemptor Dreadnought. I'm looking for any glaring weaknesses in the list. I know the Long Ranged firepower is a bit lacking, but, the majority of my army either moves quickly or is a tank/rhino, and can get into weapons range within the first turn. I'm a bit worried about air spam lists, but as a Vanilla Marine player, there isn't much I can do about them other than stock up on Contemptor Mortis' and hope for the best.
Any input is appreciated, and if there's any glaring failures in my list, I'll readjust as necessary.
Thanks in advanced!
HQ: 200pts
Librarian - Null Zone + Who Cares(The Avenger), Bolt Pistol - 100
Master of the Forge - Bolter, Close Combat Weapon, Servo Harness - 100
Troops: 850pts
Scouts - 7 Scouts armed w/ Sniper Rifles, Camo Cloaks, Sergeant Telion (8men Total) - 185
Tactical Squad - Lascannon, Plasma Gun, Naked Sergeant, Rhino - 225pts
Tactical Squad - Lascannon, Plasma Gun, Naked Sergeant, Rhino - 225pts
Tactical Squad - Melta Gun, Plasma Cannon, Naked Sergeant, Rhino - 215pts
Fast Attack: 270pts
Landspeeder Squadron: 3x TML + HB Landspeeders -270pts
Heavy Support: 680pts
Vindicator - Siege Shield
Vindicator - Siege Shield
Contemptor Mortis - 2x Kheres Assault Cannon, CML - 215pts
Contemptor Mortis - 2x Kheres Assault Cannon, CML - 215pts
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2013/01/28 17:55:29
Subject: 2k Ultramarines - C&C Welcome!
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Locked in the Tower of Amareo
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Sadly, I don't know what a Contemptor Mortis is.
I'd consider giving the sergeants combi weapons.
Why the two HQs? Just curious.
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![[Post New]](/s/i/i.gif) 2013/01/28 18:22:32
Subject: 2k Ultramarines - C&C Welcome!
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Resolute Ultramarine Honor Guard
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Martel732 wrote:Sadly, I don't know what a Contemptor Mortis is.
I'd consider giving the sergeants combi weapons.
Why the two HQs? Just curious.
I'm using 4 Heavy Supports, and I enjoy having Cheap HQs, so that I may cram every single gun into my list as possible.
A Contemptor Mortis is an AV13/12/11 Dread, with BS5, Skyfire+Interceptor if it's Stationary. The Kheres Assault Cannon is a Heavy 6 Assault Cannon, and he has 2 of them.
So in total, he has 14 shots. All of them hitting and wounding MEQs on 2s.
It's about 10 wounds a turn on a MEQ, which is pretty good. It's better at dealing with flyers and tanks (side armour), though.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2013/01/28 18:28:08
Subject: 2k Ultramarines - C&C Welcome!
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Slaanesh Chosen Marine Riding a Fiend
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I believe the Contemptor is a forgeworld, or otherwise alternative-rules dreadnought. Is that right? It seems a bit too good for regular 40k.
If that is so and the people you play with is quite allright with you using it, go ahead!
If you want to make a backup plan for more stringent people/situations, the 2x twin-linked autocannon dread works quite well and only costs 125 points, Take three as elite choices.
Then you really don't need the master of the forge, so either swap him and the 40 spare points for something shooty. OR, equip the Master with a conversion beamer and find 15 points more to get him a bike (relentless beamer is fun), if you want to have that character.
Is there a reason you run your landspeeders in a squadron? I believe they would be better of as individual models. More flexibility that way.
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![[Post New]](/s/i/i.gif) 2013/01/29 05:33:20
Subject: 2k Ultramarines - C&C Welcome!
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Resolute Ultramarine Honor Guard
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Mellon wrote:I believe the Contemptor is a forgeworld, or otherwise alternative-rules dreadnought. Is that right? It seems a bit too good for regular 40k.
If that is so and the people you play with is quite allright with you using it, go ahead!
If you want to make a backup plan for more stringent people/situations, the 2x twin-linked autocannon dread works quite well and only costs 125 points, Take three as elite choices.
Then you really don't need the master of the forge, so either swap him and the 40 spare points for something shooty. OR, equip the Master with a conversion beamer and find 15 points more to get him a bike (relentless beamer is fun), if you want to have that character.
Is there a reason you run your landspeeders in a squadron? I believe they would be better of as individual models. More flexibility that way.
Landspeeders as singletons means they get burned down and cost 3 VP in The Scouring. I haven't really had a situation where I don't want to shoot 6 Missiles at something. It also leaves some flexibility moving up.
The Master of the Forge was the choice I took between him and another Librarian. Considering I don't have 40 spare points, and need a second HQ for the 4th Heavy Support slot...
The Servoharness gives him more flexibilty, since, standing in a corner and shooting gets countered by a big building in the middle. Not to mention having Artificer Armour running with a tactical squad gives them a decent chunk of survivability. That, and it keeps him at the bare minimum 100pts, which, is all that HQs are good for.
And 2x Twin-Linked autocannon dreads are absolute garbage at shooting flyers, and don't do nearly as much damage at destroying tanks as Drop Sternguard would, and have less flexibility than even Terminators! I'd be better off with 6 more speeders than 3 Autocannon Dreads.
Also, I play at a GW store, and most places in Vancouver are Forgeworld Friendly. No reason not to be. In fact, I've never heard of anyone other than trolls on the Internet being against Forgeworld, so...
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2013/01/29 13:16:25
Subject: 2k Ultramarines - C&C Welcome!
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The Marine Standing Behind Marneus Calgar
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While the multiple VPs for single speeders hurts in one mission, the fact that they have to be targeted separately helps all the time. IIRC if you get hit multiple times, you need to keep allocating the wounds even after they blow up the first one. Not a big deal if you are talking about a single missile blowing up a speeder, but think of what would happen if one of your dreads opened up on your speeder squadron. It would blow the whole lot of them out of the sky.
I personally field a lot of kill points. It's less of a problem now then in 5th, but it's still one of my flaws in list building. But there are some perks to it.
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![[Post New]](/s/i/i.gif) 2013/01/29 17:45:17
Subject: Re:2k Ultramarines - C&C Welcome!
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Ultramarine Scout with Sniper Rifle
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And for the contemp dreadnought where can you find the rules?? It seems pretty good for 40k
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4000pt +
: starting salamanders
750-1000pt
1750pt
+- 1500pt
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![[Post New]](/s/i/i.gif) 2013/01/29 23:09:56
Subject: 2k Ultramarines - C&C Welcome!
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Slaanesh Chosen Marine Riding a Fiend
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Crazyterran wrote:
Landspeeders as singletons means they get burned down and cost 3 VP in The Scouring. I haven't really had a situation where I don't want to shoot 6 Missiles at something. It also leaves some flexibility moving up.
The Master of the Forge was the choice I took between him and another Librarian. Considering I don't have 40 spare points, and need a second HQ for the 4th Heavy Support slot...
The Servoharness gives him more flexibilty, since, standing in a corner and shooting gets countered by a big building in the middle. Not to mention having Artificer Armour running with a tactical squad gives them a decent chunk of survivability. That, and it keeps him at the bare minimum 100pts, which, is all that HQs are good for.
And 2x Twin-Linked autocannon dreads are absolute garbage at shooting flyers, and don't do nearly as much damage at destroying tanks as Drop Sternguard would, and have less flexibility than even Terminators! I'd be better off with 6 more speeders than 3 Autocannon Dreads.
Also, I play at a GW store, and most places in Vancouver are Forgeworld Friendly. No reason not to be. In fact, I've never heard of anyone other than trolls on the Internet being against Forgeworld, so...
Allright, plenty of cultural differences then :-)
As a comparision: The gamers I hang out with (Uppsala, Sweden) always play 2000p as one FOC (because it's so potentially broken to go with two ). So I didn't even realise that was why you wanted two HQs *duh* Also ForgeWorld models are rarely seen, and even then only in games where they have been clearly agreed upon beforehand. Mostly because they are even less playtested and balanced than regular GW rules, and somewhat because they severely worsen the "pay to win"-effect. I have also noticed that most online boards do not discuss FW-models regarding listbuilding and tactics. I guess it is because of balance issues.
I find AC-dreads useful because they are resilient against infantry (as compared to speeders) and they are good at destroying light vehicles and T5-6, starting turn one and ongoing. They match the kind of armies and terrain people play here I suppose. That they _can_ shoot flyers is nice, but not to be relied on. That said, I agree with you on drop-/ GoI-sternguards. Very useful!
Anyhow, since I am so unfamiliar with your community and the FW-range I'll stop guessing blindly :-) Best of luck!
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