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![[Post New]](/s/i/i.gif) 2013/08/26 13:26:47
Subject: Ultramarines Drop Pod list 2k Looking for Feedback
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Neophyte Undergoing Surgeries
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Hey guys,
This is my first list on DakkaDakka and my first 6th edition army. I played Ultramarines in 5th edition so I am familiar with how power armour works on the field. Let me know what you think.
HQ
Chapter Master 125pts
Terminator Armor 40pts
Power Fist 10pts
Elites
5 man Terminator Squad 200pts
Assault Cannon 30pts
5 man Terminator Squad 200pts
Assault Cannon 30pts
5 Man Terminator Assault Squad 200pts
Thunder Hammer/Storm Shield
Troops
Tactical Squad 170pts
Missile Launcher
Flamer
Teleport Homer 10pts
Drop pod 35pts
Locator Beacon 10pts
Note: I have 4 tactical Squads with the above profile except one drop pod does NOT have a locator beacon (this was done to accommodate more units)
Scout Squad 112pts
8 Scouts
Heavy bolter 10pts
teleport homer 15pts
Note: I have 2 scout squads with the above profile
Comes out to a total of 1999pts
Tell me what you think. Looking to build a pretty strong Drop Pod Army
Thanks guys
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![[Post New]](/s/i/i.gif) 2013/08/26 14:12:58
Subject: Ultramarines Drop Pod list 2k Looking for Feedback
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The Marine Standing Behind Marneus Calgar
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First, welcome to Dakka.
Second, please read the rules in the stickies at the top of the page. The big one for this sub-forum is not to list individual upgrade points, just unit totals.
Rumors point to us getting a new codex in a couple weeks, so everything might change then.
I'm not a big fan of the chapter master. He's a bit overpriced. I think you'd get more milage with one of the other HQs.
I'm not a fan of DSing assault terminators. The tacs are fine though. My one concern is that the only thing coming out of the pods are tactical squads. They don't have the oomph to clear a LZ. For a drop pod army, you need to land, and land HARD. I'd replace some of the terminators with sternguard. This way they can come down first turn, and alpha strike whatever needs to be killed. You can keep one squad of the tactical terminators as a late dropping troubleshooter unit, but I'd drop the other two.
Mix up your tac squad load outs. One of the perks of a drop pod army is that you can land the right squad next to the right target. So while the ML/F squad is the classic TAC gear, you can afford to specialize a bit here. You have also gone way overboard with the becons and homers. Drop pods are pretty accurate on their own, and you are spending a LOT of points on a safety net. Put your faith in the Emperor, and use those points to buy a whole new unit, you spent that many...
How are the scouts geared? If you plan on infiltrating one forward, I can see leaving the beacon on him, but odds are, if you are sniping from the home front, you don't want to DS the terminators back there.
You have no AA fire, and your AV fire is not the best. Depending on your local meta, this may be an issue.
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![[Post New]](/s/i/i.gif) 2013/08/26 14:53:38
Subject: Re:Ultramarines Drop Pod list 2k Looking for Feedback
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Neophyte Undergoing Surgeries
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Thank you. I apologize for not getting the right format and I am currently reworking my lists to that I can land "harder"
I appreciate the help
Ill post a revised list later today most likely
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![[Post New]](/s/i/i.gif) 2013/08/26 17:48:13
Subject: Re:Ultramarines Drop Pod list 2k Looking for Feedback
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Fresh-Faced New User
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List looks like it's 2 units short of being able to deep strike all your terminators. If I understand the rules right, you have 4 termies (chap master included) being held in reserve, 2 scouts deployed on the table with the pod's not counting towards reserves. Perhaps I missed something however.
I agree with Nevelon on the subject of mixing tac load outs. Sometimes you need a melta gun, and sometimes a flamer. Being able to drop specialized squads on different locations where they are needed the most is what you should be aiming for.
I've deepstrike'd my assault terminators every game so far, and while they do end up taking a lot of punishment that first turn they come in they are usually a big enough threat to break up most shooting formations. I haven't used them against other assault armies however, and could see where dropping them in the middle of a bunch of troops could be an issue.
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![[Post New]](/s/i/i.gif) 2013/08/26 19:31:16
Subject: Ultramarines Drop Pod list 2k Looking for Feedback
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Lone Wolf Sentinel Pilot
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I'd consider replacing one of the Termi units with an ironclad in a pod (Lucius preffered...but those rules just changed too) so he can come out and melta/flame something then mix it up 9assuming he doesn't get the snot shot out of him...which mean everthing else is NOT getting shot at.
Drop the locator beacons to just the pods initially coming in. They should survive long enough to get the next two pods AND the terminators in.
Use the points to buy your Sgts Combi weapons. This gives you a second flamer or melta for your initial shooting round, more dice he has to roll and gives a better chance that 1 of the meltas will hit that tank rather than wiffing and leave you facing a very bad AP2 pieplate.
Consider making your termis one unit of 10. Granted, your taking a chance on bad reserve rolls for a huge unit, but when they come in you can either combat squad them for flexibility or keep them as 1 big unit (to deny an extra kill point). Tau's torrent of shooting hurts 5 man squads too much...first you get a bunch of suits intercepting you, then you get to hang out a turn while 3 units of 10 fire warriors plus plasma suits make you roll dozens of dice...and you will roll 1s. Then when the surviving 1 or 2 (out of 5) charge your going to get overwatched; with Pathfinders giving markerlight bonuses so the OW is on a 5 or 4 and that pesky Space Wolf Priest (Battle Brother???) gives Prescience for rerolls...and your termis go down in another volley of bullets.
With a unit of 10 you can get 3 or 4 survivors into combat and really chew the Tau up.
Between the Scouts and the tacs you have plenty of scoring units...a Sternguard squad with a few Combi-weapons would be brutal on turn one. AP3 rounds to kill tervigons before they cr@p out more scoring gaunts. A few Combi Meltas ruin Long Strikes day and many tau players rely on him alone for their AV14 killing power. Combi flamers make quick work of the closest ork horde (For hordes I love bringing 2 Heavy Flamers and Vulkan in a pod. 3 twin linked heavy flamers kill just about any unit they land next too).
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Life isn't fair. But wouldn't it be worse if Life were fair, and all of the really terrible things that happen to us were because we deserved them?
M. Cole.
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![[Post New]](/s/i/i.gif) 2013/08/26 19:34:08
Subject: Ultramarines Drop Pod list 2k Looking for Feedback
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Boosting Space Marine Biker
midlands UK
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really good and tactical
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Blood Ravens, 1700pts
Empire 40 wounds
Astra Militarum 2250pts
Khorne 750pts
Space Wolves 1550pts
Orks 500pts
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