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Made in au
Space Marine Scout with Sniper Rifle




Hello everybody. I have compiled Tactics videos and articles, army list ideas and strategies from battle reports to come up with this 2000 point Ultramarines list. I have been doing a lot of Theoryhammer and have not yet tried (or bought) this list yet. I would appreciate some feedback before I enter the nightmarish dimension of spending and painting. The army uses the Ultramarines chapter tactics.

HQ — Chief Librarian Tigurius — 165 Points

Elites — 8 Sternguard Veterans — 4 Combi-flamers, Melta Bombs — 231 Points

Dedicated Transport — Drop Pod — 35 Points

Elites — 7 Sternguard Veterans — 3 Combi-plasmas, Melta Bombs — 199 Points

Dedicated Transport — Rhino — 35 Points

Troops — Tactical Squad — Plasma Gun, Combi-plasma — 165 Points

Dedicated Transport — Rhino — 35 Points

Troops — Tactical Squad — Plasma Gun, Combi-plasma — 165 Points

Dedicated Transport — Rhino — 35 Points

Troops — Tactical Squad — Flamer, Combi-flamer, Melta Bombs — 160 Points

Dedicated Transport — Drop Pod — 35 Points

Troops — 5 Scouts — Camo cloaks, Sniper Rifles — 70 Points

Fast Attack — 6 Bikes — 2 Meltaguns, Combi-melta, Melta Bombs — 156 Points

Heavy Support — 3 Devastator Centurions — Grav-cannons and Grav-amps — 250 Points

Heavy Support — Vindicator — Dozer Blade - 130 Points

Heavy Support — Vindicator — Dozer Blade - 130 Points

1996 Points

The idea is that the Sternguard Veterans squad come down first turn and roast some Tau, Eldar, or whatever the opposing scum is that needs to be cleansed. They are not a suicide unit and will try to find cover and generally act as a fire magnet (with help from long-range psychic support from Tigurius (with Endurance, for example)) and harassing unit. The other 7 Sternguard Veterans will have Tigurius in them (who I think can cast powers from a Fire Point (clarification please)). They will move up to near the enemy’s lines and just shoot stuff, along with the Centurions, who will hopefully be protected by some Rhino screening and Divination. The 2 Plasma squads will move up to a midfield objective. The Flamer squad will come in as late as possible and toast some back-field objective holders (like Sniper Scouts ) and claim an objective. The Sniper scouts sit back on a home objective. The bikes lend some anti-tank firepower and more harassment. Finally, the 2 Vindicators will gloriously advance, side-by-side, and kill stuff, again with some Tigurius support. Most of my opponents play footslogging armies (hence the lack of anti-tank) and there is only one guy who brings in a flier (the Heldrake), so I have purposely not wasted points on AA.

Feedback will be appreciated. I am not aiming for a super-competitive list, but one that wins in friendly play and stands a chance in a tournament (a.k.a. semi-competitive). I am kind of on a tighish budget and so I cannot have any more transports, but I am flexible besides that.

Thank you in advance.

This message was edited 1 time. Last update was at 2014/04/13 00:52:30


 
   
Made in au
Space Marine Scout with Sniper Rifle




I just changed the Sternguard from having 2 Heavy Flamers, to having 1 additional Combi-flamer, and then added Dozer Blades onto the Vindicators. Please reply.
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

Ok, here's my thoughts:

I don't like using Sternguard w/combi flamers simply because they have ammo that does just about the same thing as a regar AP5 flamer, and they have access to heavy flamers; if you are looking to take out something in cover in one shot, get AP4 heavy flamers so they have no chance at all, otherwise special ammo is the way to go.

I'd go with all rhinos personally, or just one pod if you aren't going all pods.

Melta bombs are great always keep them.

Other than that, add an Omniscope to the cents for split fire.
   
Made in us
Death-Dealing Ultramarine Devastator




Bay Point CA

The Centurions need a transport if your giving them Grav Weaponry. Unless your planning on sticking Tiggy with them and getting GOI {Gate of Infinity} I would go with the Lascannon Missile Launcher Loadout and have them as more of a support role. Stick Tiggy with them and prescience things to death. Also add an omniscope to the Sgt. They can provide some excellent cover for your advancing Vindicators.

If you can add another Pod. If your going to Pod at all you should have an odd number of pods. Right now two pods won't do much if you go three pods then your guaranteed two pods will drop turn one.

Change the bikes to Grav Weapons. Relentless Grav Guns are way better than Melta. Also the Sternguard in the pod should have combi meltas not combi flamers. There is no reason for the other Sternguard to have combi plasma due to the special issue ammo. Give them Combi Melta as well. Keep the flamers and the combi plasmas/flamers to Tac Squads.

I know you dismissed Anti Air but it is important in these times of 40k. Even squeezing in an Aegis Line with a quad gun would help a bit. A helldrake or two or three will cause your absolute misery and taking snap shots at flyers is a pain in the ass. Even if your going to be semi competitive you need to really address the Anti Air Factor.

This message was edited 2 times. Last update was at 2014/04/13 20:32:01


1850 Points NovaMarines
200 Point Kill Team
200 Point Possessed Kill Team 
   
Made in au
Space Marine Scout with Sniper Rifle




Thank you for your replies.

I know that it is bad to not have AA, however I do have Stormtalon and Quad gun models, but I just to do not want to waste their points in a game where AA is not needed (look at something else that is exactly 100 Points...). This list is for a game where the opponent does not have fliers, and if he does have fliers, I can just swap some units out to fit them in.

I think Tiggy can go with the Centurions. The thing is that I always verse footslogging MEQ, so I can just footslog my Centurions into range, with some extra psychic protection from Tigurius. Considering that I start only 24" away from the enemy (when the Centurions are deployed at the very edge of my deployment zone), I should be in range of something by the end of turn one.

Now that Bikers are so huge, I'm thinking that I could either get rid of the Drop Pod Sternguard, freeing up a lot of points, and instead get a maxed out Chapter Master on a bike, and max out the Bike Squad. Or, alternatively, I could swap out the Drop Pod squad's combi-flamers with 4 Combi-meltas, and swap the Rhino squad's combi-plasmas with combi-meltas as well. I am now starting to appreciate the idea that Meltas give Sternguard absolute versatility, as they can deal with infantry, MC and Tanks.

I am aware that having an odd number of pods is ideal, however I cannot afford ($-wise) another Drop Pod, and there could be some strategy behind dropping the Tactical Squad in as late as possible (with Tiggy's help).

Thank You for your ideas. I shall consider them.
   
 
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