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Made in us
Cultist of Nurgle with Open Sores






Baton Rouge, La

How would you build YOUR 2000 pt Ultramarine army, and why? Give reasons for the troops you choose, and how you arrange them. What strategies would you use against what armies? What do you prefer? What do you find to be useless? etc.
You are in a 2000pt tournament. How will you reach victory?

And though it is a bit irrelevant, post pics if you've got them.

I can clearly not choose the wine in front of you  
   
Made in us
Frightening Flamer of Tzeentch




PNW

I don't normally consider fielding an Ultramarines force, though this is a rough sketch. Despite other competitive-minded players in tournaments, I do enjoy some fun elements (such as fielding a 18-man strong Possessed unit in CSM) that can still results in "skinned cats". This may be a 6/10 in terms of competitive.

HQ:
Chapter Master w/ Burning blade

Elites:
LotD squad (5) w/ Heavy flamer, flamer

Troops:
Scouts (5) w/ bolters, Land Speeder Storm w/ Heavy flamer

Tactical Squad 1 (10) w/ Drop Pod, Locator beacon, Multi-melta, Meltagun, combi-melta, meltabombs

Tactical Squad 2 (10) w/ Drop Pod, Multi-melta, Meltagun, combi-melta, meltabombs

Tactical Squad 3 (10) w/ Razorback, Lascannon, Plasma gun

Tactical Squad 4 (10) w/ Rhino, Plasma cannon, Plasma gun

Fast Attack:
Stormtalon Gunship w/ Skyhammer

Stormtalon Gunship w/ Skyhammer

Heavy Support:
Devastator Squad (5) w/ 4x Missile launchers

Whirlwind

Whirlwind


Key Notes on Composition:

Four units have AT/MC roles
Multiple units have anti-MEQ, hordes
Decent SM body count (56 infantry, 9 vehicles)
Ten Obj Sec targets
Anti-air capability
Most units benefit from CT
Some units capable of surgical strike (vs. alpha strike) to cripple key targets

Strategy:
Tactical Squad 1 will arrive on Turn 1 w/ Locator beacon and attempt to hit a soft target for First Blood with combined firepower from Devastators and Tactical Squad 3.
Tactical Squad 2 will arrive to provide further crippling.
LotD and Scouts are used to clear objectives.
Tactical Squad 3 will Combat squad with long-range firepower holding corridors of approach along with Devastator squad. Razorback will advance with bolter marines to hold mid-field along with Tactical Squad 4.
Stormtalons will engage Flyers and/or Skimmers.
Whirlwinds (and Chapter Master) will engage hordes to keep Tactical Squad firepower onto MEQ or TEQ targets.

This message was edited 1 time. Last update was at 2014/11/03 07:14:34


 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

This is my Ultramarines army:

Ultramarines Primary Detachment

HQ

Chapter Master - Shield Eternal, Power Fist, Melta Bomb, Bike, Artificer Armor

Tigurius - Rolls on Telepathy (Invis, Shrouding for Bikes)

Troops

Bikes - 2x Meltagun, 5 Bikes

Bikes - 2x Meltagun, 5 Bikes

Bikes - 2x Meltagun, 5 Bikes

Heavy Support

Relic Sicarian Venator - Armoured Ceramite, Sponson Heavy Bolters

Centurion Devastators - 4 Centurions, Omniscope, Missile Launchers, Grav Cannons

Thunderfire Cannon

Lord of War

Knight Castigator

Inquisitorial Detachment

Inquisitor Coteaz - Rolls on Santic for Sanctuary/Gate of Infinity

Ordo Xenos - Psyker - Rolls on Divination, Force Weapon, 3x Servo Skulls, Power Armor, Bolt Pistol (debating dropping the Psyker level for Rad (or Psychotrope, but Rad is guaranteed bonus for the unit...) and the Liber Heresius for Scout).

NOTES:


The Relic Sicarian can replace the Armoured Ceramite or The Sponson Bolters + 5pts elsewhere for Schism of Mars, which would make it even better for hunting Wave Serpents. Mine is going to double as anti-horde supporting the Castigator and Thunderfire Cannon, so I put more value on the Heavy Bolters.

The Ordo Xenos inquisitor is there to provide Prescience, which, when getting off Invisibility, you might not have a huge amount of dice left. If you feel that you regularly aren't having the dice for it, toss the Mastery Level for some grenades to give you a bit more oomph in close combat, or to get some Scouts to get your Centurions a bit further forward turn 1. Servo Skulls have obvious uses.

I prefer Missile Launchers to allow the Centurions to throw something out, even if they start off out of range Turn 1 or Turn 2. Generally Hurricane Bolters are seen as the more competitive choice, and I could see ways for me to spend the 40pts elsewhere (such as grenades on my Xenos Inquisitor, or Schism of Mars), but I like them for the previously mentioned reasons and the fact that the Missile Launchers are already glued in.

Knight Castigator is only 5 more points than a Paladin, but absolutely destroys any non-superheavy it touches. Five attacks on the charge, or an instant hit on everything in base contact, means that it's going to ruin a lot of things days, even at S10 AP2. Then, double those 3 - 5 wounds from even just attacking normally, and you are rinsing through a squad of anything a turn. The Bolt Cannon also doubles well as some antiair if you need it. Also, since it's a Lord of War, it doesn't go over the two detachment limit.

Bikes grab objectives and try to stay alive. We primarily play Maelstrom in our area, and they are excellent for that. Throw some melta shots out in a pinch, or charge weakened squads at will.

Chapter Master detachs to kill things if you are reliably getting Invisibility off. Or he can hang out.

Coteaz makes deepstrikers cry. And provides Mastery Level 2. To bad he perils on any doubles in Sanctic, since they haven't FAQ'd the rulebook/the Inquisition book to stop that. Oh well. Gate/Sanctuary is worth it.




 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
 
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