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Made in us
Flashy Flashgitz





Looking for everyone's opinion on the list, I've been refining and changing it as much as i can before the tournament Saturday so any advice on it would be great

IMPORTANT the restrictions are two slot maximum force org. EX. Two fast attack two heavy two elite

Librarian-65

Tac squad-210
Plasma gun
Combi Melta
Multi Melta
Drop pod

Tac squad-210
Plasma gun
Combi Melta
Multi Melta
Drop pod

Assault squad-95
2 Flamers
Drop pod

Devastate squad-212
4 missile launchers
Flak upgrade
3 extra marines

Devastate squad-212
4 missile launchers
Flak upgrade
3 extra marines

1004

I am slightly worries about double hel drake as I know it is very possible with the amount of csm where I am at, as far as riptidez I've honest not played against them as marines. I'm and ork at heart xD
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

Looks solid to me... except that you are over by 4 points. You need to drop something to hit 1k, otherwise the list is completely illegal.

I would drop 1 of the extra Devastator Marines. Use the extra 10 points to put Meltabombs on your Tactical Sergeants.

Double Heldrakes and Riptides will give you issues, but they give everybody issues.

"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in us
Stalwart Veteran Guard Sergeant




Most tourneys won't let you go over the point limit at all so you need to figure away to get those 4 points back.

 
   
Made in ca
Krazed Killa Kan




Claremont, ON

Ya double heldrake at 1000pts isn't very nice and there is very little you can do to counter other than having your marines in vehicles. I haven't found flakk missiles to be very worth while. S7 tryin vs AV12 plus the tough 5++ really makes them hard to work with for their points. Devs are very easily targeted by heldrakes too. Maybe some preds might be a better way to go if you know you are going to see lots of drakes.

Drop pods mean your marines will be out in the open first game so drakes will have a field day.

Where do you put the Libby?

2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500  
   
Made in us
Flashy Flashgitz





Indeed I have been thinking what to do with the extra 4, what you you guys are saying about hel drakes I guess is unfortunately true. Everyone struggles against them. I guess I have to open up my list for some change because i do kinda agree with the flak missiles, but I would like to have one squad of them at least. I also am noticing that I only have 5 missile launcher models to use currently. That being said excuse my mix up please xD the Tac squads and assault squad and Libby have been a good foundation, along with I would like to keep one flak missile squad. So as far as the last dev squad goes what do you folks think it should look like?? I unfortunately have zero tanks and this is going to be my 6th game as ultramarines. I'd preferably want rhinos but am stuck with three pods currently hahah! So I am working with what I have so for the remainder of points I could do a mix of heavy bootees and plasma cannons maybe? Also worth mention that I have 10 terminators as well but I figured they are to pricey for this!

RANT OVER hope I didn't jumble my words too much thank you all


Automatically Appended Next Post:
Okay with all power armor bodies here is my new and adjusted idea, let me know how you think it will do...

1000 points of
ultramarines

HQ

Librarian-90
Lvl 2

Troops

Tactical squad-210
Plasma gun
Combi
Heavy bolter
Drop pod

Tactical squad-210
Plasma gun
Combi
Heavy bolter
Drop pod

Fast attack

Assault squad-95
2 Flamers
Drop pod

Heavy support

Devastate squad-212
4 missile launchers
Flakk upgrade
3 extra marines

Devastator squad-182
2 plasma cannons
2 las cannons
3 extra marines

This message was edited 1 time. Last update was at 2013/11/20 20:22:14


 
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

You need to keep the Multi-Meltas on the podding Tactical Squads. Heavy Bolters are just terrible in Tactical Squads, especially when you are that close to the enemy.

The Librarian really doesn't need to be level 2. That's 25 points that could get a Power Fist for the small Assault Squad or Meltabombs for everybody!

I would give the Tactical Squads Plasmagun/Combi-Melta or Plasma/Multi-Melta.

Taking 2 Lascannons and 2 Plasma Cannons on the same squad isn't the best idea, unfortunately. 2 models want to shoot armor and 2 models want to blow up infantry.

"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in us
Flashy Flashgitz





Okay, the points from the Libby I can give a power fist or weapons out that is easy then! About the heavy weapons what if I gave the Tac squads multi meltas then the other dev squad 2 plasma cannons and 2 heavy bolters?
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

I would rather see 2 Lascannons and 2 Plasmacannons than 2 Plasmacannons and 2 Heavy Bolters, tbh. It sounds like you have the weapons from the Devastator Box and a few Missile Launchers. I would go with Plasmacannons & Lascannons for the Devastators if that's the case, as now at least everything is AP2 and can be used to take out tough stuff like Riptides and terminators.

The Tacticals should definitely have Multi-Meltas.

I would use the 25 points from the Librarian to give the Assault Squad a Power Axe and a Veteran Sergeant. Also make sure the Librarian has a Force Axe. Now this 6-man unit has 2 Flamers and a surprising punch in CC.

What Psychic Discipline is your Librarian using? I would recommend Biomancy, for CC buffs.

This message was edited 1 time. Last update was at 2013/11/20 21:28:13


"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in us
Flashy Flashgitz





Ah what you said makes sense, you are spot on sir. So I usually use my multi Melta models as las cannons xD so I am kinda short on the parts in that sense so I'm not exactly sure what to put in that dev squad ! Also I have just been giving my Libby phsycic shriek.
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

If you normally use your Multi-Melta models as Lascannons then can you not use your Heavy Bolter models as Lascannons?

Alternatively you can change the second Devastator Squad into 2 x 5 Tactical Marines each with a Plasma Cannons. More scoring would be great in this list.

EDIT: Could you do something like this?

HQ
Librarian 65
-Force Axe, Biomancy

Troops
10 Tactical Marines 215
-Plasmagun, Multi-Melta, Sergeant has Combi-Plasma & Meltabombs, Drop Pod

10 Tactical Marines 215
-Plasmagun, Multi-Melta, Sergeant has Combi-Plasma & Meltabombs, Drop Pod

5 Tactical Marines 85
-Plasma Cannon

5 Tactical Marines 85
-Plasma Cannon

Fast Attack
5 Assault Marines 95
-2 Flamers, Drop Pod

Heavy Support
10 Devastator Marines 240
-4 Missile Launchers w/ Flakk Missiles

1,000

This is providing my memory is correct regarding point costs. You now have double the scoring units. The Devastator Squad will split in two using Combat Squads. This will give your opponent 4 units of 5 marines in your deployment zone to worry about. Causing target priority issues is a great thing.

The Meltabombs were tacked onto the Sergeants as there were 10 points left. This gives you some additional Melta in case you are playing against a parking lot.

This message was edited 2 times. Last update was at 2013/11/20 22:59:23


"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in us
Flashy Flashgitz





I really like the list, I can't believe I totally blanked on the five man Tac squads with a heavy for objectives!! I think I will do this list or something very close, really appreciate the help. I'm just five marines short, I'll just paint as many as I can haha! Aside from that it looks good and has a but of anti air and I get to use my plasma cannons. Things I want to ask though. You really think biomancy over shriek? And why other questions is seeing that the dev squad is ten man, would you keep them as one blob unless I'm against someone where I want two missiles firing at two targets??
   
Made in nz
Implacable Black Templar Initiate




New Zealand

 Gorgosaurusrex wrote:
Looks solid to me... except that you are over by 4 points. You need to drop something to hit 1k, otherwise the list is completely illegal.

I would drop 1 of the extra Devastator Marines. Use the extra 10 points to put Meltabombs on your Tactical Sergeants.

Double Heldrakes and Riptides will give you issues, but they give everybody issues.


I don't like Tac squads being jack of all trades. Drop the heavy weapon altogether from both.

Make one squad Melta + Combi Melta/Melta Bomb, and the other Plasma + Combi Plasma/Melta Bomb. You want your squads mobile. Heavy weapons will be snap shotting.

Your Dev squads are perfect. You can combat squad them for pseudo split fire shenanigans, that allows you to engage up to four aerial targets per turn.

This message was edited 1 time. Last update was at 2013/11/21 04:17:58


"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 us
Stubborn Dark Angels Veteran Sergeant





putting your tacs in rhinos w/out a HW (frees up some points whch might net you tiggy!) can help protect them from baledrakes. (though Str 7 VS vs SA 11 can be problematic.)

This message was edited 1 time. Last update was at 2013/11/21 05:37:57


 Wyzilla wrote:

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


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

Dubd797 wrote:
I really like the list, I can't believe I totally blanked on the five man Tac squads with a heavy for objectives!! I think I will do this list or something very close, really appreciate the help. I'm just five marines short, I'll just paint as many as I can haha! Aside from that it looks good and has a but of anti air and I get to use my plasma cannons. Things I want to ask though. You really think biomancy over shriek? And why other questions is seeing that the dev squad is ten man, would you keep them as one blob unless I'm against someone where I want two missiles firing at two targets??


Shriek is good but is pretty situational. I like Biomancy as it can make your Warlord more survivable and deal more damage in CC. Iron Arm is a great power to try and get. Take Shriek if you don't want to assault with that squad.

I would always split the Dev squad into 2 5-man units unless you are playing a kill point scenario. You get to fire at twice the number of targets and your opponent has twice the number of units to target, which is great.

I would keep the Multi-Meltas on the Drop Pod-ing Tactical Squads. It will be far more useful than a Bolter, even while snap shooting. Imo you can never have enough melta when making a tournament list.

"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in us
Boosting Ultramarine Biker





Lowell, MA

He is playing Ultramarines, he gets a turn of relentless with his heavy weapons. Make sure to hide them in the back so they will be around for a second turn and you can use your Devastator Doctrine.

This message was edited 1 time. Last update was at 2013/11/21 17:41:57


 
   
 
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