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Made in gb
Long-Range Ultramarine Land Speeder Pilot






Manchester, UK


Guys and girls,

I want to take part in a kill team tourament with 200 points, using the standard rules from the GW website.

With marines, I'm going to be outnumbered anyway, so I was hoping you could give me pointers with what should be included, what traits, etc etc.

So far, I'm thinking a Sternguard Veterans, combat squadded with some extras.

7 Sternguard with some bits and pieces?


Or

Full tactical squad with a nice heavy weapon plus a special, and a kitted out sargeant?

Or

2 six man combat squads with 16 points spare.

I've read the rules pack, but consider me a complete newbie with how to have a decent set up and what to include.

Thanks in advance.

   
Made in us
Legendary Master of the Chapter






I prefer the full tactical squad personally.

Las cannon with tank hunter?
Grav with relentless
and a 3rd for whatever you want.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Long-Range Ultramarine Land Speeder Pilot






Manchester, UK

Alright,

How about -

Tactical Squad
10 Marines
Veteran Sargent w/ power sword - Uhm...
Lascannon - Tank hunter
Grav gun - Relentless

200 on the nose.


Automatically Appended Next Post:

How about a kitted out 10 man assault squad?

Hide in cover until into range, then strike from the skies!


Automatically Appended Next Post:
Perhaps a combination of the two.

This message was edited 3 times. Last update was at 2013/11/08 22:54:43


   
Made in hk
Regular Dakkanaut







Hi Smithy, I'm looking at your ideas, and I respect how you went through the rules.

The tell-tale sign was how you made 2 six-man squads just to fit more Marines in.

(However, I believe with the new codex, you actually have 32 points to play with.)

I think an important question is: are you sure you're using Ultramarines as per your title?

With so few points, Chapter Tactics are a great boon, so you should maximise their use.

And with Ultramarines, I think you are best served with a mix of Tacs and Assault in KT:

--- Ultramarine Kill Team ---

6-man Tac Squad

5-man Assault Squad, 2 Flamers (Fleshbane and Shred)

Chapter Tactics: Ultramarine (all doctrines come in handy)


That's 11 Marines so far, with 21 points and 1 more USR to play with.

You also mentioned the double 6-man squads and Sternguard. Let me show what I'd do.

--- Double 6-man Squad ---

6-man Tact Squad with Heavy Bolter (Ignore Cover or Tank Hunter)

6-man Tact Squad with Heavy Bolter (Fleshbane or Armourbane) and Vet Sergeant

Chapter Tactics: Imperial Fist (for Bolter Drills on all their weapons)


You see what I did there? I got Heavy Bolters just to use Bolter Drills more.

Everybody's using Bolter Drill all the time, it's BUDDA BUDDA party.

(Plus, two Heavy 3 weapons with USRs really make use of USRs.)

And then Sternguard is strange as they're Specialists in themselves.

Their problem is, no Chapter Tactics benefit them really, so:

--- Sternguard Deathwatch Kill Team ---

7 Sternguard in a Rhino

Chapter Tactics: Iron Hands (for Bionics and It Will Not Die the Rhino)


The Rhino benefits the Sternguard as 2 can ride in it as a moving pillbox.

It just squeezes by that AV33 rule, but IMHO still squishy. So let's try again:

--- Sternguard Deathwatch Kill Team ---

5 Sternguard with the Vet Sgt getting Melta Bombs

3 Bikers with 2 Flamers (Fleshbane, Shred, prolly FNP for the Sgt)

Chapter Tactics: White Scars (obviously Bikes, but Sternguard get Hit & Run)


Sternguard with Hit & Run is actually probably the best for them.

They get charged, they survive, break out, then Rapid Fire Special Ammo.

In Kill Team, which is an objective grab, they can Hit & Run AT the objective.

In conclusion, that's why I suggested that Ultramarine Kill Team. With any other Kill Team combination, you are best served with other Chapter Tactics (Iron Hands so at least they get Bionics, White Scars for Hit & Run). And I really do like how both the rules reflect the fluff of how Ultramarines are very tactical in nature, requiring you to think tactically when to use their one-use doctrines, which will help you with that list.

This message was edited 1 time. Last update was at 2013/11/12 17:14:45


   
Made in us
Stubborn Dark Angels Veteran Sergeant





I say give the Vet Sgt a power maul, and smash.

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
 
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