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![[Post New]](/s/i/i.gif) 2014/05/08 16:43:01
Subject: Ultramarine 1850 point list
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Fresh-Faced New User
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Hey guys,
Im getting back in 40k and have started an Ultramarine collection. When I last played it was 4th edition, and I never played standard games, just smaller games with friends. Below is a list I have put together, and would like to know what people with experience on playing 6th edition think of it.
Captain w/ artificer armour, stormbolter, burning blade and teleport homer - 180
With
10 man tactical squad w/ plasma gun and missile launcher, vet Sgt w/ Melta bombs - 185
All in a
Land Raider Redeemer with MM - 250
Stormraven (weapons can be interchanged) - 200
With
5 sternguard vets w/ 3 combi plasmas, 1 combi melta, 1 power weapon - 175
Ironclad Dreadnought w/ chainfist heavy flamer, power fist heavy flamer, 2 missiles, ironclad launchers - 175
In
Drop pod (drop on turn 1) - 35
2 Landspeeders with 2 heavy flamers each - 60 x 2
Terminator assault squad w/ 3 thunder hammers (deep strike to the captains teleport homer) - 215
Scout snipers w/ Telion, camo cloaks, missile launcher w/ flakk missiles - 141
Second 10 man tactical squad, standard Sgt - 175
Thanks for any help,
Dom
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![[Post New]](/s/i/i.gif) 2014/05/09 18:57:42
Subject: Re:Ultramarine 1850 point list
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Fresh-Faced New User
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shameless bump
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![[Post New]](/s/i/i.gif) 2014/05/09 19:30:22
Subject: Ultramarine 1850 point list
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The Marine Standing Behind Marneus Calgar
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First, Welcome to Dakka.
Storm bolters aren’t worth paying points for unfortunately. Better off just keeping your bolt pistol for the extra attack.
I’d just have the terminators ride in the LR with the captain. No real reason for the deep strike tricks, it just keeps them out of combat for a turn. If you are buying a battle taxi, might as well put something nasty in it.
With the price changes to sternguard combis, I’m not sure it’s worth investing in them. They do cause some pain though. In general, I like ravens empty as pure gunboats. If you need to stick something in there, a small scout squad might be worth it. Too many eggs in one basket otherwise.
I’m a fan of TML/HB speeders, but the double flamer ones can cause some damage. When they work, that is. I used to field suicide skimmers more, and they can work, but I’ve been drifting away from mine. YMMV
Snipers are OK. What you have is a little pricy for what you get, but they have some tricks.
Is that just a basic 10 bolter tac squad? Get your special and heavy!
I’d like to see both of the tactical squads in rhinos or drop pods. The sternguard would be better served in a pod themselves, and I’d rather see more boys, and less toys in the squad. You can keep them in the raven, just be very careful with it. If you had dread/sternguard/tac squad in pods, you can drop two first turn. The LR and a rhino tac squad push forward. Scouts camp home.
I might drop the speeders for points. At least one of them. Possibly Talion as well.
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![[Post New]](/s/i/i.gif) 2014/05/09 19:53:11
Subject: Ultramarine 1850 point list
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Regular Dakkanaut
SC
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I think the general internet agreement over Captain vs Commander was to go with the Commander. His statline is much better for a few points.
I would also put the termies in the Land Raider so they have a chance to assault turn 2.
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![[Post New]](/s/i/i.gif) 2014/05/09 20:46:10
Subject: Ultramarine 1850 point list
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Flashy Flashgitz
Clarksville, TN
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General thoughts:
All troop squads should be lead by vets with PW or PF. They should also carry max weopns.
Either reduce special weapons on the Vet Squad or stick with one.
I also don't recommend flamer skimers. I think of them as skimmng anti tank.
3 Terminators isn't enough. I would go 5-7.
Dont forget to give out some Melta-Bombs.
The rest looks great.
FOR GORK AND MORK!? THATS NOT RIGHT. WHY IS I ON A 'UMIE THREAD.
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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![[Post New]](/s/i/i.gif) 2014/05/09 21:38:36
Subject: Re:Ultramarine 1850 point list
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Fresh-Faced New User
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Thanks for all the advice everyone. From your help and help from another forum, I have put together a 2 new lists, one built around more sternguards, and one with fewer sternguards, no TFC, but with a Redeemer instead:
HQ
Captain w/ artificer armour, power axe, Primarch's Wrath - 155
Elites
9 Sternguard w/ 9 assorted combi weapons (mostly plasmas with a couple of meltas, depends on the opponent) - 298
Drop Pod w/ locator Beacon - 45 (Captain rides here as well)
Ironclad Dreadnought w/ 2 Heavy Flamers, Chainfist, Ironclad Assault launchers - 155
Drop Pod w/ Locator Beacon - 45
Terminator Assault Squad w/ 3 TH/SS, and 2 Lightning claws - 215
Troops
10 man Tactical Squad w/ Veteran Sgt, Plasma Gun, Multi Melta, Melta Bombs - 180
Drop Pod w/ locator Beacon - 45
10 man Tactical Squad w/ Plasma Gun, Multi Melta, Melta Bombs - 170
Rhino - 35
4 Scout Snipers + Sgt Telion w/ 4 camo cloaks - 117
Fast attack
2 Attack Bikes - 90 (these are just filling up spare points, open to other suggestions)
Heavy Support
Stromraven Gunship (interchangeable weapons) - 200
Thunderfire Cannon - 100
List 2
Same HQ choice - 155
Elites
5 Sternguard w/ 5 combi weapons and Melta Bombs - 175
Drop Pod - 35
5 Assault Terminators - 215
Land Raider Redeemer w/ Multi Melta - 250 (Captain rides in here, or possibly with Sternguard)
Ironclad same as before - 155
Drop Pod - 35
Troops
Identical troops choices - 537
Fast Attack
Identical choices - 90
Heavy Support
Stormraven Gunship - 200
List 2 also does not have any Locator Beacons, as without the deep striking Terminators, it didn't seem worth it, and it meant I could save points for the LR.
Any further advice is greatly appreciated.
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![[Post New]](/s/i/i.gif) 2014/05/09 21:40:16
Subject: Ultramarine 1850 point list
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Longtime Dakkanaut
United States of America
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Well you need to cover three things in a list,
1) anti infantry
2) anti tank
3) anti flyer (though sometimes they can be ignored)
Your list has OK anti Infantry, poor AT, and no anti flyer.
Next you have a captain (which in of itself is an offense) in an assault vehicle with tactical marines using rapid fire and heavy weapons. In the event you didn't know you may not assault after shooting any weapons other then "assault" or "pistols" you do now and I would recommend changing it to "assault" weapons like flamers, or meltas.
The sternguard don't want to ride in the storm raven, they like drop pods so they can cause first blood and kill their most important tank, they also like having maxed combi meltas.
The dreadnought and speeders are good, as the speeders can DS and fry units and the dreadnought does what he does.
The scout squad is fine, but I recommend breaking the last tact squad into 2 x5 units with a heavy weapon each (gives more scoring units, and more firepower).
As for tactics I would have the tacticals hold home objectives, while the captain rides with the terminators in the LRR.
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![[Post New]](/s/i/i.gif) 2014/05/09 21:43:48
Subject: Ultramarine 1850 point list
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Fresh-Faced New User
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Arbiter wrote:Well you need to cover three things in a list,
1) anti infantry
2) anti tank
3) anti flyer (though sometimes they can be ignored)
Your list has OK anti Infantry, poor AT, and no anti flyer.
Next you have a captain (which in of itself is an offense) in an assault vehicle with tactical marines using rapid fire and heavy weapons. In the event you didn't know you may not assault after shooting any weapons other then "assault" or "pistols" you do now and I would recommend changing it to "assault" weapons like flamers, or meltas.
The sternguard don't want to ride in the storm raven, they like drop pods so they can cause first blood and kill their most important tank, they also like having maxed combi meltas.
The dreadnought and speeders are good, as the speeders can DS and fry units and the dreadnought does what he does.
The scout squad is fine, but I recommend breaking the last tact squad into 2 x5 units with a heavy weapon each (gives more scoring units, and more firepower).
As for tactics I would have the tacticals hold home objectives, while the captain rides with the terminators in the LRR.
Thanks for the advice. I think our last posts happened at the same time, as I posted a new couple of lists that addressed some of the issues you raised
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![[Post New]](/s/i/i.gif) 2014/05/09 23:51:40
Subject: Ultramarine 1850 point list
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Judgemental Grey Knight Justicar
Northern Texas, USA
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I like the LRR with TH/SS terminators; always a threat.
Good choice on the Ironclad loadout, I think it's the best and lots of fun. Be careful of your target though on the drop.. Use it to hit a unit of infantry on the opposite side of your advancing force so that they are forced to draw heavy anti-tank fire at it rather than your advancing LRR.
Sternguard with combi meltas (5 will do the trick) are great. You really can't go wrong with putting them in any list with pods already. Just need an odd number now, so be sure to get some more coming in turn 1.
I like the Stormraven.. multimelta and assault cannons makes for the nastiest anti-air you can ask for.. these things do real work; 2 S8 missiles, 4 assault cannon shots, and a multimelta all the turn it arrives.. Yeah.. lol. It wound be great if you could find points for a Stormtalon to escort this baby in.. Skyhammer missiles and assault cannon on it are a nice balance at 125 points.
TFCs are always great.
You need lots more troops. Get rid of the scout squad's sniper rifles and Telion. He doesn't provide enough for what he costs, unfortunately. Scouts are one of your only ways to get a scoring unit late game to almost anywhere on the board, so take advantage of that by outflanking cheap bolter scouts, or using a land speeder storm with heavy flamer (100 points well spent and my preference).
Drop the Primarch's Wrath since you'll always be moving anyway.. It's a basic bolter then anyway pretty much. I'd give him the shield eternal so your termie squad can take any unit in the game (he survives the challenge or tanks wounds and the TH/SS models beat everything).
Hope hat helps!
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![[Post New]](/s/i/i.gif) 2014/05/18 17:58:10
Subject: Re:Ultramarine 1850 point list
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Fresh-Faced New User
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Instead of 2 attack bikes I would go with a Bike squad and put a melta on one of the riders in the back. I may be alone on this but I think bikes played right are one of the most under-rated Ultramarine units. Hammer of wrath = really good in melee to charge through basic troops. Quick speed to get behind enemy lines and a melta to take a tank or heavy out.
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