| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2014/05/13 03:02:46
Subject: Basic list of Ultramarines (<1000 pts)
|
 |
Bounding Ultramarine Assault Trooper
|
The Versatile Point Holders/Attackers
3 Tactical Squads(Flamers and Heavy Bolters)
This section of my army is designed for holding points in capture games.
The Anti-Big Things Squad
Devastators with Lascannon/Plasma Cannon/Heavy Bolter/(another plasma cannon or lascannon)
Tactical Squad (Lascannon/Plasma)
The Fist
I'm considering getting Terminators or Assault Terminators for this. Or get some form of Veterans( I'm leaning towards the veterans that are CC vets. Vanguard vets?)
Note: I'm not very familiar with the codex, and I wasn't willing to count up points yet, so please inform me if I got something wrong, or if the amount of points I am thinking about is way off.
Thanks,
David
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/13 12:58:48
Subject: Basic list of Ultramarines (<1000 pts)
|
 |
Judgemental Grey Knight Justicar
Northern Texas, USA
|
Welcome to playing Space Marines. First of all, you should absolutely try to get the codex in your hands, as it will help you build armies, realize neat combos and familiarize with how the weapons and wargear work most effectively. That being said, some great tools for Ultramarines at that points level are:
Tactical Marines (10) - plasma gun, combi-plasma, drop pod or rhino
* These come in right at 200 points for a full squad with some special weapons and are great for an aggressive push (drop pod) or advancing to an objective (rhino). The reason I like plasma weapons on them is because their bolters can fend off small gribbles, but if big units try to move you from an objective, the plasma will help you a lot.
Devastator Squad (5) - lascannon x4
* This is a really nasty unit, and in later games can be boosted by some psychic powers. Start small with a few matching special weapons and a couple ablative wounds, but eventually a well-placed 10 man squad (full squad puts you in at above 200 points) with 4 lascannons and some buffs will be hard to uproot (especially because you can hide them out of sight, and use the devastator doctrine to move them into visibility and fire to full effect!
Terminators / Vanguard Vets - Although they seem great on paper, the best close combat units you've got are really expensive... either a large squad of TH/SS terminators in a land raider (ringing in just below 500 points!) or a beastly special character (such as a Chapter Master or Marneus Calgar). If you're starting with a low-points game, stick to the shooty things in which they excel, like some Sternguard Vets in a drop pod; their special ammunition is awesome!
Hope that helps!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/13 23:42:08
Subject: Re:Basic list of Ultramarines (<1000 pts)
|
 |
Bounding Ultramarine Assault Trooper
|
I am planning to get the codex. As you know, the new one is coming out really soon, so I'm going to wait for 7th ed codex.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/13 23:45:53
Subject: Re:Basic list of Ultramarines (<1000 pts)
|
 |
Land Raider Pilot on Cruise Control
|
I think there will be a new rulebook soon but the codex will stay.
|
Grey Templar wrote:
The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/14 01:24:03
Subject: Re:Basic list of Ultramarines (<1000 pts)
|
 |
Bounding Ultramarine Assault Trooper
|
Wait, so there is a new rulebook, but no new codexes(codices?). So we'd all play with new rules, but old codexes(codices)
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/14 13:39:10
Subject: Basic list of Ultramarines (<1000 pts)
|
 |
The Marine Standing Behind Marneus Calgar
|
If needed, we’ll get a FAQ to update the codex to the current edition. This is normal. The game has only been doing incremental changes since the update to 3rd, so most old stuff can be used with a FAQ or two. I have no idea when the next vanilla marine codex will drop, as ours is fairly recent. That said 7th is coming out two years earlier then anyone thought, so YMMV.
One of the perks of playing Ultramarines is that as long as you are building a balanced list, you weather edition changes very well. Some parts get a little better, others a little worse, but it all plays more or less the same.
You want to footslog across the table (not recommended) or use rhinos or drop pods? What is the overall structure of the list you want to build towards?
Forming you list around two tactical squads is not a bad plan. ML/F is classic and flexible, but not the best at anything. MM/M can put down tanks, or just bolter troops is needed. Those are the two tac squads that find their way into most of my lists. HB/F is more focused on killing troops, and does a good job at it.
Your devs should have a primary job, and take guns to accomplish it. If you have an odd medley of gear you end up with a mix of overkill and wasted shots. If you want to crack open tanks, take lascannons. If you want some flex in targets, take guns which have some synergy. So run 2xLC, 2xML. But you should not take both LCs and HBs in the same squad; they never want to shoot at the same target.
Contrary to the fluff, our jump pack troops are not the unstoppable hammer that the background tells us. That said, they do make fine bully/harassment units, and can cause a lot of havoc in your opponent’s backfield. But if you want to ram up them the center of the table, spearheading your advance, they are going to get shot up real bad. I like a 5 man squad of assault marines with a pair of flamers and a power sword on the sarge. Toss a jump chaplain in for some extra carnage. I think the Vanguard Vets can work, but as always it’s a balancing act of keeping their points reasonable while giving them the tools to get the job done.
I like tactical terminators (AsC, one chainfist) but they are solidly mediocre. There is a lot of AP2 stuff out there these days, so you do need to be careful with them. But if you are, they can work. Assault terminators are better, but I only take mine in a Land Raider. They do crush things quite well though.
|
|
|
|
 |
 |
|
|