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Made in us
Fresh-Faced New User






This is my first post on this forum. I have been wanting to join the hobby since childhood and now, 20 years later, I'm finally ready. Ultramarines have always been my choice army and I've been slowly collecting, painting and reading to prepare for my first game. Here is a small beginner list I've come up with to get me started. Any feedback is greatly appreciated.

HQ-100
Terminator Librarian
Storm Shield
Force Axe

Troop-155
10 Tactical Marines
Sarge, Bolt Pistol/Chainsword
Missile Launcher

Troop-200
10 Tactical Marines
Vet Sarge, Bolt Pistol/Chainsword
Multi-Melta
Flamer
Rhino

Elite-175
Dreadnought
Extra Armor
Heavy Flamer
Twin Linked Assault Cannon
Drop Pod

Fast Attack-170
10 Jump Troops
All Bolt Pistol/Chainsword

Total Points - 800

Specific Feedback I'm searching for is advice on upgrades to take for the tact squads and Dreadnought. I dont have my heart set on the weaponry I've listed them with. Also, I haven't purchased the dreadnought so if you'd use the points for something else I'd be interested to hear your thoughts. I'd also like advice on what to buy next if I was going to play 1000/1250 point lists. I like almost everything GW has to offer for Ultramarines except I'm not fond of bike troops. I want to be semi competitive, but thats not my real goal. I'm not planning to do tournaments or anything, but it would be nice not to be swept off the table. Thanks for any feedback you have to offer a newcomer to the hobby!

Courage and Honour!  
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

If you are putting the Dreadnought in a Drop Pod then I would highly suggest the Multi-Melta/Heavy Flamer configuration (Get a Black Reach Dreadnought off eBay for $20ish). This makes him a fantastic disruption unit that can threaten infantry and heavy armor alike. Extra Armor is completely unnecessary.

I would strongly recommend taking a Meltagun instead of a Flamer on your mobile unit. I would consider giving the Sergeant a Combi-Melta (or Combi- Flamer for versatility). The Veteran Sergeant upgrade is not worth the points without a Power Fist, so I would not pay for the upgrade.

I would break the 10-man Tactical Squad on foot into two 5-man squads each with a Missile Launcher.

The Assault Marines should have two Flamers. They are too good not to take for 5 points each.

What are you planning on doing with the Librarian? As he is in Terminator Armor he is almost a liability. I would go with a Jump Pack Librarian to join the Assault Marines instead, if at all possible. The points you save here will pay for some of the upgrades above.



This message was edited 1 time. Last update was at 2013/10/24 17:19:17


"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

First, welcome to Dakka! And the Ultramarines.

Your librarian is fine, just out of place. When you pick your HQ you need to ask yourself "What is his role, and where is he going?" I don't see an answer here for the librarian. As most HQs are good in close combat, giveing him a jump pack and sticking him with the assault marines would not be a bad call. I like a chaplain for that role, but librarians work. If you want to keep a TDA librarian, get some terminators for him to hang with. I'd go for a small squad of shooty ones, but TH/SS ones are probably the more competitive choice.

You have two tac squads, which is good. One hanging back, the other advancing. Not a bad plan. As points go up, I might add some scout snipers to hold the backfield while both tacs move up in rhinos. For the squad sitting back, I'd invest in one of the better heavy weapons. LC or PC. Adding a plasma gun to the squad would not be amiss either.

For the squad moving up, I might go full melta. MM/M, c-melta on the sarge. So when you need to take out a tank, you toss enough shots at it to get the job done. If you are going for a vet sarge, you might want to give him a power weapon. I'd avoid anything that makes him strike at I1. One wound models can't risk that IMHO.

If you want to drop a dread, I'd either go with an ironclad, or a MM dread. Extra armor is not worth it. There is not TL assault cannon option (although that would be sweet) TL autocannons are better for standing back and shooting. the (non-TL) assault cannon is an OK jack of all trades gun. I like one on dreads I walk up the table supporting my advance. Never tried dropping one.

Flamers cost peanuts on assault marines, take them. Also, if you are going to shell out the points for vet sarges and CC toys, these guys should be first in line to pick them up.

Overall your list is not bad. You are a little light on anti-tank fire, and have no answer for flyers. But marines at low points can't cover all the bases as well as we'd like.

As to where to go from here, the sky is the limit. The TAC Ultramarine in me likes to see something from every slot in the FOC. Right now you are lacking a HS pick. You could cover your lack of AA by taking a stormraven of one of the new hunter/stalker tanks. Another option would be to take an ADL w/quadgun and a squad of devs to man it.

If you like your terminator librarian, get him some friends. Tactical terminators make for a good troubleshooter squad, or assault terminators in a LR make for a nice dose of brute force to ram into your foe.

If you like the drop pod, get more and run 3 of them. Put a dread in one, sternguard in another, and a tac squad dropping late to bat cleanup.

   
 
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