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![[Post New]](/s/i/i.gif) 2013/06/02 23:04:26
Subject: Ultramarines 1500p list first for 6th Uppdated
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Adolescent Youth on Ultramar
Sweden
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Hi
I have mainly played Tyranids since about halfway into 5th edition when I got bored with the space marine playstyle but after playing the new relic boardgame and doing another playrhough of the THQ space marine game I got the urge to field my old Ultramarines again.
So here is new 1500 list I did after reading through the codex again but I got alot of models and bitz laying around and I would like to hear some tips and common things used in codex marine list these days.
Uppdated list 3/6
HQ
Captain - power sword, artificer armour.
130p.
Command Squad - 1 apothecary, 2 veterans with storm shields, 2 veterans with power axe.
175p.
Troops
Tactical squad - 10 marines, multi melta, melta gun, rhino
210p.
Tactical squad - 10 marines, missile launcher, plasma gun, razorback - twin lascannon.
255p.
Scout squad - 5 scouts, camo cloaks, snipers, missile launcher.
100p.
Elites
Iron clad dreadnought - , 2 heavy flamers, drop pod.
180p.
Heavy support
Storm raven gunship - assault cannon, multi melta.
200p.
Predator tank - las cannon sponsors, las cannon turret.
165p.
Whirlwind -
85p
Total: 1500p.
I went with the ironclad in pod to alpha strike opponents tropps or aegis line and if he survives he can go wreck whatever he can before he blows up.
I dropped the fist and downgraded the relic blade and added a razorback for the second tac to combat squad in.
For 1750p I tink i will drop the whirlwind and add tellion to the scouts and put them behind a aegis line with a icarus lascannon. Add a locator beacon to the first tac squad and 5 terminators
comments and criticisms are welcome
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This message was edited 2 times. Last update was at 2013/06/03 16:48:43
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![[Post New]](/s/i/i.gif) 2013/06/02 23:45:44
Subject: Ultramarines 1500p list first for 6th
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Regular Dakkanaut
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Hi
My 2 cents ;
Swap The captain to a Libby, cheaper and better!
Also cut The ww . use the points on something Else!
Maybe a drop pod for The ironclad you were taking about.
Combi melta on melta squad.
And maybe add Telion to ypur scouts.
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![[Post New]](/s/i/i.gif) 2013/06/03 00:19:26
Subject: Ultramarines 1500p list first for 6th
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Land Raider Pilot on Cruise Control
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Okay the list is a good start, but there are some real issues (involving competitiveness) that should be considered:
A) METAL BOXES. Marines need them. Without rhinos/razorbacks, your tac squad and command squad will die miserably as they try futilely to footslog the battlefield. Find the points, get them a dedicated transport.
B) Dreadnought
Despite the fluff saying dreadnoughts usually consist of a DCCW and an AC, they're really terrible with that configuration and expensive. They lack the ability to threaten tanks like they do with the cheaper multi-melta.
Dreads really come in to varieties: Rifleman or Melta-pod. The rifleman (the footslog, support dread) consists of two Autocannons (for TLAutoCannon) and it acts as mobile fire support.
Metla-pod dreads land in a drop pod close to an enemy vehicle, try to pop it with the MM, and then does as much damage as it can until it gets killed.
Your AC dread has to, currently, footslog up to the enemy line, and with the nerfs to walkers in 6th edition, it's not going to make it (most likely).
3)The tac squads
I'd highly recommend that the 2nd Tac squad takes a flamer instead of a plasma gun.
I also recommend losing the PF on the second tac squad. They aren't nearly as useful now that all marines get krak grenades (S6 against vehicles), and as you usually hit vehicles rear armor in assaults (normally AV11/10), you don't need to take the hit to initiative or the points. Save yourself some points and just run him bland. With challenges, etc., that PF isn't going to do you any good when an enemy MC/HQ/or CC dedicated thing engages you in combat.
4) The command squad
I've never been a big fan of command squads, but they're definitely cool and I know some people swear by them. What I'll say, as a reminder, is that the captain goes with them and all 6 go in a rhino or razorback. They are so expensive, and so relatively easy to kill via massed fire or high AP weapons (of which there are a lot right now, especially rending ), a nice safe box makes them all the more useful.
5) The storm raven
An awesome model and very powerful, I also don't want to make you rush out to spend 85$ if you don't have too. For 1500, an ADL + quad gun will probably help you just as much, and it can be flexible help for the rest of the army (for cheap). Storm Talons are also nice additions, and you can get two models for half the price of a Stormraven, but really that's up to taste. The ADL is also REALLY easy to scratch build, so it can be very cheap if that's a factor.
At 1500 this could be a very nasty list using some Termies, Tele homers, razorbacks, an ADL + quad gun, and whirlwind. For 1750 you could add some a couple storm talons (if you wished) or just a raven. For 2000 more tacticals or termies can be really potent.
Anyway, it's up to you.
The only thing I'd really, DEFINITELY advise, is the rhinos/razorbacks for the tac squad, captain, and command squad. Footslogging marines (in the current codex, at least) is a very bad idea. More viable for SW, not really possible for SM
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Fiat Lux |
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![[Post New]](/s/i/i.gif) 2013/06/03 00:28:18
Subject: Re:Ultramarines 1500p list first for 6th
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Adolescent Youth on Ultramar
Sweden
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Levarion
A librarian would be cheaper with no uppgrades but how is he better?
And of course I can't use the command squad with him but it's only a +25 for 5 TH/ SS termis but I could add combi meltas or plasma pistols to the veterans and I would lose fnp
I use the ww to kill units at objecties but a ironclad with 2 heavy flamers will probably do that better.
Yeah a combi melta on the melta squad is pretty much a no brainer.
I played with telion back in 5th but I have no model for him, is he worth the points or is it better to jsut add 3 more scouts?
Hashbeth
A) It's only one squad that footslog the captain and his command squad is in the storm raven and one of the tac squads have a rhino.
B)Yeah I've faced the drop pod dreads and that is probably the way to go for me. The current dread is riding on the storm raven as well.
3) I have had luck with plasmas in the past but with the new overwatch rules a flamer would help if the sit on an objective I guess.
4) I just realized when I read the codex again that they could take stom shields so I figured I would have 2 "tanks" in the front with 3++ and fnp and they aren't going on foot they are riding in the storm raven.
5) Yes I have been looking at the storm raven since it got available to codex marines I will probably buy at the end of the month after payday. I personally don't like the adl but it's really good for the points and give me some more anti flyer and a pefect place to put my camo cloaked scouts and scratchbuilding is always fun  .
I would like to add some terminators when going to higher points since I have a lot of them, what's the best way to use locator beacons since it have to be on the board at the start of the turn you can't use it when deep strike units arrive the same turn.
Thanks for the comments.
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This message was edited 1 time. Last update was at 2013/06/03 00:49:11
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![[Post New]](/s/i/i.gif) 2013/06/03 00:40:17
Subject: Ultramarines 1500p list first for 6th
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Locked in the Tower of Amareo
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After trying for months to make the thing work since 6th dropped, I'd say the Stormraven is garbage for the pricetag. Its still only got 3 HP at 200+ points. Garbage. You are also paying for transportation capacity you'll never use. Try a Stormtalon (s) plus aegis line first. Vendettas still make a mockery of Stormtalons, but you lose less when they die. That's pretty important.
I'd also find room for at least one thunderfire cannon. Those are great in TAC lists. They can force saves on meqs and own units relying on cover.
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This message was edited 1 time. Last update was at 2013/06/03 00:41:45
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![[Post New]](/s/i/i.gif) 2013/06/03 02:36:12
Subject: Ultramarines 1500p list first for 6th
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Land Raider Pilot on Cruise Control
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@ Jocke 01
A couple points:
On the HQs:
The reason that so many players have been pushing libby's is that SM HQs just aren't that good. Compared to other HQ units, they are often outclassed in CC which is bad with the new challenge rules. To get the most out of them, you need the HQ to support the army in other roles. The Librarian offers the most support options for cheapest, hence it's use.
The Chaplain also allows some nice support options, though not as many as the libby (and CC is not an area that C:SM excels in).
The captain grants the command squad, but nothing else really. If on a bike, the capt. becomes much more useful, but that then requires the list to use him and bikes as much as possible.
-The command Squad
The command squad is okay, but really it's so expensive and, overall, becomes too expensive to outfit compared to other units.
On the SS tank strategy: new wound allocation makes this very difficult. A flanking attack can ignore the 3++, and even then 3++,a lone, isn't that amazing. Massed fire will still kill you at the same rate as regular marines, yet you don't get the free thunder hammers of an assault termie.
Either way they need a dedicated transport, and they don't have the option, they have to jack one. They're also SOOO expensive. They're cheap on their own (only 5 points more than regular marines) but they lack any utility until you toss weapons on them, and that's expensive. If you threw combi's on them, or SS's and PWs, why not get sternguard or TH/SS termies?
-Footslogging:
Footslogging marines die horribly. We can't field the bodies to justify it in 90% of all occasions. 35 points gets you a protective bubble (the rhino) that ensures 12" movement while it's alive, and blocks small arm fire. Without them marines never reach their positions, they just die (remember, marines are only effective at ranges of 24", and within 12" is the optimum area of effect. You want them moving fast, consistently.) This same reason makes the command squad undesirable without a transport.
-Tele homers:
Tele homers on sergeants are great for getting DS units (like termies) where you need them. They also work with a librarians GoI move (to allow hit and run tactics, at speed, with rapid fire units such as sternguard. A very fun and potentially devastating tactic).
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Fiat Lux |
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![[Post New]](/s/i/i.gif) 2013/06/03 12:04:51
Subject: Re:Ultramarines 1500p list first for 6th
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Adolescent Youth on Ultramar
Sweden
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I can see some use in going with a support librarian but he don't have access to divination sadly. The librarian/Sternguard migh be fun, I will try that.
Yes the command squad would be shot to pieces if they walked on foot but I say it again they are ON the storm raven. The TH/SS might be little more durable but the current command squad cost 25 point less, have feel no pain and can make sweeping advances.
Footslogging:
Currently only of of the squads are going by foot and I think they will more often than not do combat squads so I could drop the attack bike and give them a razorback.
So a tele homer on the melta squad might be the best bet since they can probably get into a good position before any termies drop in.
Thanks for the comments
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![[Post New]](/s/i/i.gif) 2013/06/03 13:41:09
Subject: Ultramarines 1500p list first for 6th
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The Marine Standing Behind Marneus Calgar
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I'm not a huge fan of keeping a large chunk of your army in reserve. You have ~650 out of 1,500 points tied up in that one storm raven. If you roll poorly on your reserves rolls, the rest of your army is going to be crushed while waiting for the cavalry to arrive. I think the raven makes for a nice gunboat, but would never put more then a scout squad in one.
Captains and command squads are odd. What do you gear them for, and are you going to get your points back? When I field mine (which is not often) I try to keep the gear low, and use them as jack-of-all-trades troubleshooters.
Your troops are fine. I'd drop the fist and get another rhino, but that's just my opinion.
I like to run an Assault cannon/DCCW(SB) dread from time to time. Walk it up the table and support the rest of your army. No mater what's happening, he can help. You do need to make sure you have enough armor on the table to saturate your opponent's AV fire. If he eats a lascannon that would have gone towards popping a rhino, even in death he serves.
I like speeders for my fast melta, but bikes work fine. Probably better, but I'm stubborn.
You might not have the AC turret, but do you have the HB sponsons for the pred? While I like the auto/las over the TLLC/HB pred, they fill a similar role. You know you are overpaying for all-LC pred, but it does pump out a few gigawatts of lasery death. It's not useless, just expensive.
I think whirlwinds are under appreciated. Kudos for fielding one. That said, TFCs are a steal for just 15 points more.
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![[Post New]](/s/i/i.gif) 2013/06/03 14:47:25
Subject: Ultramarines 1500p list first for 6th
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Locked in the Tower of Amareo
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Speeders do have the advantage that they can't be locked into combat. This is a non-decision for BA, as we can give attack bikes FNP, but for vanilla, its more unclear.
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![[Post New]](/s/i/i.gif) 2013/06/03 15:13:42
Subject: Ultramarines 1500p list first for 6th
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The Marine Standing Behind Marneus Calgar
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Martel732 wrote:Speeders do have the advantage that they can't be locked into combat. This is a non-decision for BA, as we can give attack bikes FNP, but for vanilla, its more unclear.
Any time my speeders have been in close combat, getting locked in hasn't been a problem. Finding a clear spot out of the way of the game to place the now destroyed vehicle is the only problem. I don't think I've ever had a speeder live through a round of CC.
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![[Post New]](/s/i/i.gif) 2013/06/03 15:28:52
Subject: Ultramarines 1500p list first for 6th
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Locked in the Tower of Amareo
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I've seen them get charged by demon princes and the demon prince only get two hits or whatever. The rest just fly away.
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![[Post New]](/s/i/i.gif) 2013/06/03 16:39:06
Subject: Ultramarines 1500p list first for 6th Uppdated
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Adolescent Youth on Ultramar
Sweden
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I uppdated the list
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