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Made in us
Fresh-Faced New User




While I'm an experienced player in the Warhammer Fantasy scene, this is my first time dealing with 40k. I love the theme and styling
of Space Marine chapters (also starting an Eldar army, avid collector after all)... This is my proposed 1850 point list, please let me know
of any mistakes in format/rules you see, as the army was drawn up in Battlescribe

HQ

Marneus Calgar, Lord of Macragge

Elites

Terminator Assault Squad
2x TH/SS, 2x Lightning Claws
Sergeant - TH/SS
Land Raider Crusader - Multi-Melta, Storm Bolter

- 480 points

Troops

Tactical Squad x9 - Flamer, Multi-Melta
Rhino
Sergeant - Melta Bombs, Power Fist

Tactical Squad x9 - Flamer, Multi-Melta
Rhino
Sergeant - Melta Bombs, Power Fist

Tactical Squad x9 - Flamer, Multi-Melta
Rhino
Sergeant - Melta Bombs

- 635 points

Fast Attack

Storm Talon Gunship - Twin-linked Assault Cannon, Twin-linked Lascannon

- 140 points

Heavy Support

Predator - Autocannon, Sponson-mounted Lascannons

Storm Raven Gunship - Twin-linked Multi-Meltas, Twin-linked Lascannons, Extra Armour

- 320 points

Should come out to 1850 on the dot. Comments and criticism are appreciated!

   
Made in gb
Boosting Space Marine Biker





Stoke on trent

Looks ok some criticism

Why 9 guys in the tactical squads ?? Flamers are also pretty useless unless you are fighting hoards and even the you need more than one per squad, I would take plasma guns instead

And the predator isn't a very good tank in general I would drop it for either a vindicator or even a thunderfire

You could save some points by ditching the land raider aswell but then the termies and calgar would get minced
   
Made in us
Fresh-Faced New User




I went with full tac squads as I figured the greater numbers would help in terms of surviving on an objective. The flamers are for my two friends who already run Orks and IG blob tactics, but I can switch out if needed.

I was considering a full-lascannon setup for the pred for countering heavy AV, but a Vindicator does sound wonderful.

Land Raider stays, as I need it to get Calgar and his Termie friends across the board.
   
Made in gb
Tunneling Trygon






You seem excessively worried about heavy armour and have built a list so that every unit can kill AV13+. Do you really play in such a heavy mech environment?

Stormtalon I prefer with skyfire missiles for the 4 shots - it's for killing flyers/transports and not tanks so more shots is good. I think the stormraven is too expensive - for the cost you're not far off another stormtalon and a thunderfire cannon.

As LR is presumably on the charge, then the predator is not a great fit as it needs to remain static for best shooting. Maybe the vindicator would be a better fit as it needs to get to centre board as soon as possible.

On tacs I think you need to run the list and see what works for you before tweaking, especially if you're new to 40k. The list is solid, but not optimised, so you're better off starting with solid and see what works for you.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in us
Fresh-Faced New User




I considered dropping the Stormraven for another Stormtalon, and the switch to skyfires makes sense. So run 2 talons w skyfire missiles, and swap the predator to a vindicator?
   
Made in gb
Boosting Space Marine Biker





Stoke on trent

Yea vindicators rock !! And should dish out alot of damage compared to a predator

And sorry about the tactical squads I read it as if there was 9 guys in the squad lol
   
Made in gb
Boosting Space Marine Biker




The Eye of Terror

unless those sergeants are veteran do not use the powerfist, I honestly cant figure out why they are on them in tandem with melta bombs. they both do exactly the same thing only one is 5x more expensive and doesn't have armorbane. the only advantage that can give you is if you need the 2xS ap2 for MANZ. but against everything else you've given yourself a handicap, plus a MANZ unit isn't something you should even think of engaging in cc and one pf attack isn't going to scare them off. you need plasma to do that

take a power weapon, maul will destroy orks and you get an extra attack.

alternatively grab a combi weapon and net yourself an extra flamer, leave cc to hieratical trators to the imperium like me

This message was edited 1 time. Last update was at 2013/11/12 11:23:33


Armies
CSM Zenmarine Warband from assorted tratiors and heritics

DARK ANGELS woo woot
the way to win is not to make a grand masterplan, its by making sure your opponents grand masterplan fails  
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Welcome to 40k! Its a fun game and plays very differently than fantasy -- which might be a refreshing change for you.
bigpapa7964 wrote:
Marneus Calgar, Lord of Macragge
With Marneus you really need to build your army around him.
bigpapa7964 wrote:
Terminator Assault Squad
2x TH/SS, 2x Lightning Claws
Sergeant - TH/SS
Land Raider Crusader - Multi-Melta, Storm Bolter
These guys are not all that hot. Their just overcosted for what they deliver. Using them is like trying to make dwarf longbeards work vs ogres.
bigpapa7964 wrote:
Tactical Squad x9 - Flamer, Multi-Melta
Rhino
Sergeant - Melta Bombs, Power Fist
Don't bother with a PF on your sergeant. In 5th edition they were worth it, in 6th they are not. The challenge mechanic has removed it form a valid option.
bigpapa7964 wrote:
Storm Talon Gunship - Twin-linked Assault Cannon, Twin-linked Lascannon
The skyhammer will do you just fine, so you can save 15 points here. If you want extra points, magnatize them so you can hot swap.
bigpapa7964 wrote:
Predator - Autocannon, Sponson-mounted Lascannons
Garbage in this book. This is funny as they are not half bad in the DA book. The reason is you have much better options. Dev cents. TFCs. Storm ravens. All of these are a better bang for your buck.
bigpapa7964 wrote:
Storm Raven Gunship - Twin-linked Multi-Meltas, Twin-linked Lascannons, Extra Armour
A TL MM and TL AC is the standard loadout. Extra armor is keen.
   
Made in us
Fresh-Faced New User




Completely reworked the list, based off of some advice I received both at my LGS, and on this (and other) forum.

HQ -

Librarian
Terminator Armour, Mastery Level 2, Force Axe, Storm Shield - 125 points

Elites -

Terminator Squad
4x Terminators, 1x Sergeant - Assault Cannon
Land Raider Crusader - Storm Bolter - 475 points

Troops -

Tactical Squad
9x Marines, 1x Sergeant w/ Chainsword, Grav-pistol
Flamer, Plasma Cannon
Rhino

Tactical Squad
9x Marines, 1x Sergeant w/ Chainsword, Grav-pistol
Flamer, Plasma Cannon
Rhino

Tactical Squad
9x Marines, 1x Sergeant w/ Chainsword, Grav-pistol
Flamer, Plasma Cannon
Rhino

- 630 points

- Fast Attack

9x Assault Marines, 1x Sergeant w/ Combat Shield, Power Weapon, Veteran Assault Sergeant
2x Plasma Pistols

- 230 points

- Heavy Support

Devastator Squad
4x Devastators, 1x Sergeant w/ Bolter, Chainsword
2x Lascannons
2x Missile Launchers w/ Flak
Rhino

Devastator Squad
4x Devastators, 1x Sergeant w/ Bolter, Chainsword
2x Lascannons
2x Missile Launchers w/ Flak
Rhino

- 350 points

Comes out to 1850 on the nose. My HQ/Elite choices are still up in the air, but I'm pretty set on troops besides the flamers, and maybe power weapons on the Sergeants.
I like the Devastator Squads, I didn't have points to give the Sergeants any fancy gear though.

   
Made in gb
Regular Dakkanaut





Looks good although i would swap those plasma pistols in the assault squad for 2 flamers as it means you can make large blobs of infantry much easier to deal with in assault. Gives an extra 10 points as well.

With the devastators, i wouldn't mix weaponry put all your lascannons in one squad and all the missile launchers in one.

Although you have the AA come from the flak ML, i don't know how effective they are, could be slightly weak. Someone with more experience using them might be able to help.
   
Made in us
Fresh-Faced New User




Good point on the weapons on the Devastators. Switched flamers out for grav guns in the tac squads, added flamers to assault squad... I could drop the rhinos from the devastators, drop the termites (as I'm having a hard time envisioning a role for them), drop the flak from Devs... And pick up 2 stormtalons with Skyhammer missiles, and a thunder fire cannon...
   
Made in gb
Tunneling Trygon






 uk_crow wrote:
Looks good although i would swap those plasma pistols in the assault squad for 2 flamers as it means you can make large blobs of infantry much easier to deal with in assault. Gives an extra 10 points as well.

With the devastators, i wouldn't mix weaponry put all your lascannons in one squad and all the missile launchers in one.

Although you have the AA come from the flak ML, i don't know how effective they are, could be slightly weak. Someone with more experience using them might be able to help.


You can combat squad them so you get 4 squads which means you don't waste the shots. I would be tempted by an aegis and quad gun and lose the devastator rhinos for some more AA and a little more protection for the devastators. Their weapons are all long range and so they will be starting on the table anyway.

Solo Landraider does look a bit of a target for the enemy's high strength shooting. Some decent cover on the board would help.


"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in au
Boosting Space Marine Biker




bigpapa7964 wrote:
Good point on the weapons on the Devastators. Switched flamers out for grav guns in the tac squads, added flamers to assault squad... I could drop the rhinos from the devastators, drop the termites (as I'm having a hard time envisioning a role for them), drop the flak from Devs... And pick up 2 stormtalons with Skyhammer missiles, and a thunder fire cannon...


Do everything you've said here, except for the grav. Give your tacs plasma.

Solid Fists 2000 wip 
   
Made in us
Huge Hierodule





land of 10k taxes

If you are running calgar/UM, take some Devastators for the chapter tactic usage.

was censored by the ministry of truth 
   
Made in gb
Regular Dakkanaut





Jamo wrote:
bigpapa7964 wrote:
Good point on the weapons on the Devastators. Switched flamers out for grav guns in the tac squads, added flamers to assault squad... I could drop the rhinos from the devastators, drop the termites (as I'm having a hard time envisioning a role for them), drop the flak from Devs... And pick up 2 stormtalons with Skyhammer missiles, and a thunder fire cannon...


Do everything you've said here, except for the grav. Give your tacs plasma.


Agreed.

This message was edited 1 time. Last update was at 2013/11/13 11:48:32


 
   
Made in us
Fresh-Faced New User




HQ -

Terminator Captain
Terminator Armour, Iron Halo, Thunder Hammer, Storm Bolter, Melta Bombs

Librarian
Power Armour, Force Sword, Mastery Level 2, Auspex

Total - 225 points

Troops -

Tactical Squad
9x Marines, 1x Sergeant w/ Power Weapon, Grav-pistol
Plasma Gun, Plasma Cannon
Rhino

Tactical Squad
9x Marines, 1x Sergeant w/ Power Weapon, Grav-pistol
Plasma Gun, Plasma Cannon
Rhino

Tactical Squad
9x Marines, 1x Sergeant w/ Power Weapon, Grav-pistol
Plasma Gun, Plasma Cannon
Rhino

Total - 705 points

- Fast Attack

9x Assault Marines, 1x Sergeant w/ Combat Shield, Power Weapon, Veteran Assault Sergeant
2x Flamers

Storm Talon Gunship - Twin-linked Assault Cannon, Skyhammer Missile Launcher

Storm Talon Gunship - Twin-linked Assault Cannon, Skyhammer Missile Launcher

Total - 480 points

- Heavy Support

Devastator Squad
4x Devastators, 1x Sergeant w/ Grav Pistol, Power Weapon
2x Lascannons
2x Missile Launchers

Devastator Squad
4x Devastators, 1x Sergeant w/ Grav Pistol, Power Weapon
2x Lascannons
2x Missile Launchers

Thunderfire Cannon

Total - 440 points

Comes out to 1850 points on the nose, incorporating many of the suggested changes. With three full tac-squads for objective grabbing/holding,
plenty of speed with the Assault squad and Rhinos, Flyer/AA defense with the Storm Talons, and heavy ranged support with the Devastator squads &
Thunderfire cannon, I think it's a solid finished product. The only question is the Terminator Captain, I could pull him and place an Aegis w/ Quad gun if
deemed necessary.
   
Made in au
Boosting Space Marine Biker




Looks solid from here mate.

Only a couple of things I'd tweak. The obvious is, where are your hqs going? You'd be right to drop one IMO. One hq is enough. If it was my list I'd drop the librarian. I'd have the captain go with the assault squad, so he'd need AA and jump pack to keep up. They'd make a decent counter charge unit just watch what you put them up against.

Also with your devs you should have all the same weapons in one squad, so 4 lascannons and 4 missile launchers.

Looking good.


Automatically Appended Next Post:
Also, just another thought. You could drop all the power weapons on the sergeants and use those points to upgrade your captain. If you could swing it to chapter master with shield eternal thunder hammer AA and jump pack he'd be a force unto himself. Dropping the Libby should give you the points.

Lastly, I'd change the grav pistols on your tac sergeants to combi plas, that way they match your special weapons.

This message was edited 1 time. Last update was at 2013/11/14 08:40:44


Solid Fists 2000 wip 
   
Made in us
Fresh-Faced New User




Actually worked the points out, still 1850 on the nose

Chapter Master
Artificer Armour, Jump pack, Shield Eternal, Thunder Hammer, Storm Shield - 240 points

Didn't even have to drop the power weapons on the Tactical Sergeants

Also, I went with Grav-guns on the Sergeants just for a change of pace, felt that that much plasma in a unit was a bit overkill?





- Also, switched Devastators so weaponry matched in each squad.


Automatically Appended Next Post:
Hopefully final draft...

HQ -

Chapter Master
Artificer Armour, Jump Pack, Thunder Hammer, Storm Shield, Shield Eternal

Total - 245 points

Troops -

Tactical Squad
9x Marines, 1x Sergeant w/ Power Weapon, Grav-pistol
Plasma Gun, Plasma Cannon
Rhino

Tactical Squad
9x Marines, 1x Sergeant w/ Power Weapon, Grav-pistol
Plasma Gun, Plasma Cannon
Rhino

Tactical Squad
9x Marines, 1x Sergeant w/ Power Weapon, Grav-pistol
Plasma Gun, Plasma Cannon
Rhino

Total - 705 points

- Fast Attack

9x Assault Marines, 1x Sergeant w/ Combat Shield, Power Weapon, Veteran Assault Sergeant
2x Flamers

Storm Talon Gunship - Twin-linked Assault Cannon, Skyhammer Missile Launcher

Storm Talon Gunship - Twin-linked Assault Cannon, Skyhammer Missile Launcher

Total - 480 points

- Heavy Support

Devastator Squad
4x Devastators, 1x Sergeant w/ Grav Pistol, Power Weapon
4x Lascannons

Devastator Squad
4x Devastators, 1x Sergeant w/ Grav Pistol, Power Weapon
4x Missile Launchers

Thunderfire Cannon

Total - 440 points

This message was edited 2 times. Last update was at 2013/11/14 08:55:03


 
   
Made in no
Slippery Scout Biker




Norway

If you want to take Grav-guns as a change of pace I would go all Grav-guns on one squad and all Plasma on the other two instead of mixing and matching. That way target priority would become easier for each unit.

This message was edited 1 time. Last update was at 2013/11/14 09:52:41


33,4% of all statistics are made up on the spot. 
   
Made in us
Fresh-Faced New User




Logical, allows the Grav-gun squad to pick it's appropriate targets much easier.

Last question - Thunderfire Cannon, or Vindicator? I LOVE the Vindicator model, and a S10 AP2 Large Blast has to have it's uses.
   
Made in gb
Tunneling Trygon






bigpapa7964 wrote:
Logical, allows the Grav-gun squad to pick it's appropriate targets much easier.

Last question - Thunderfire Cannon, or Vindicator? I LOVE the Vindicator model, and a S10 AP2 Large Blast has to have it's uses.


In this army thunderfire cannon. Vindicator needs to get to 24" range and without a supporting cast it won't get to Turn 2. What would you shoot your S9/S10 weapons at if you were facing this list?

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in us
Fresh-Faced New User




Good point, Thunderfire it is! Thanks everyone for all your assistance in helping me get this pieced together.
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




Very good, much better than the first.
This comes down to preference, but i would not kit my tac and dev sergeants with so many bells and whistles (assault squad is different, there it matters more) .

You spend an extra 30 pts for something that will be used occasinally at best. For me, a sgt with 2 attacks (even 3 on the charge) with WS 4 does not justify a 15 pt power weapon.
Statistically, you will lose half your rolls to hit, and assuming a t 4 model, you lose the remaining rolls.
Same goes for grav pistol, way too limited range and 1 grav shot will not make a difference (while one melta shot can pop a vehicle or istant kill a character).

I would run my sgts only with a combi-weapon to match the rest of the squad.

I would also propose to drop the combat shield, a 6++ will not save you, and you have the CM to tank these shots.
Melta bombs will help you more instead.

If you shave off these ~ 100 pts,
you can take an extra unit, even perhaps a Chaplain, to maximize your assault mini-death star
   
Made in gb
Regular Dakkanaut





I like your list now alot bigpapa7963, just wondering what chapter tactic you were thinking of going to use for this list? Raven guard with scout and boosts for jump infantry could do some damage if you move up those rhinos and the obvious boosts your mini death star will gain.
   
Made in au
Boosting Space Marine Biker




He's using ultramarines ct, as per title.

Solid Fists 2000 wip 
   
Made in nz
Implacable Black Templar Initiate




New Zealand

Only thing I can add that no-one else has already touched on would be the Terminators. They aren't very resilient in 6th, and taking the TLC's isn't helping. Free up 15 points and take 3 more TH/SS for more survivability. Sacrificing a few attacks at initiative will be vastly more useful when trying to keep them alive.

"Ours is not to reason why. Ours is but to do and die" - Alfred Lord Tennyson.

/ 3500 pts
1000 pts
2500 pts
1500 pts 
   
Made in au
Boosting Space Marine Biker




Have you read his last list? No terminators dude.

Solid Fists 2000 wip 
   
Made in us
Fresh-Faced New User




I am curious though, with Terminators... What's generally the best way to field them, if at some point I decide to incorporate a squad or two of them? Shooty Termies, or Assault Termies, and what's the preferred delivery system/loadout for each?
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




Best seem to be the assault variant with a mix of TH and LC, but they need a Land Raider for delivery, and that is where they become cost-prohibitive to use...
Normal Termies are also slow but at least they can shoot, though their output is not that great. Of course they can deep strike, but i am not fond of waiting a 200 unit to arrive God knows which turn and can easily mishap. If you choose them, you definitely need a way to manipulate reserves.
In the current enviroment, i would not field them outside of deathwing armies..
   
Made in at
Pauper with Promise




Vienna

I like your list. Its something I probably wouldn't be prepared for, since I'm not used to seeing multi-meltas.

You definitely wan to use the Terminators as an honour guard for Marneus Calgar. Transport them up to the enemy lines in the Land Raider and you've got a fast striking panishing assault force.

I agree that you should give the tac squads 10 marines each and combat squad them, or else their flamers really won't be of much use, especially if the meltas stay stationary.

Also, when you play, don't forget about Calgar's Orbital Bombardment. Its one of those things an opponent often doesn't see coming.

Also use the Ultramarines chapter tactics as much as possible. One of the small thing that can turn the tide.

Cheers!

Ignorance is not bliss. It is to doom oneself, for lack of better knowledge.

Knowledge is power!

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