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![[Post New]](/s/i/i.gif) 2015/01/14 03:07:17
Subject: [2000] - Ultramarines
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Trigger-Happy Baal Predator Pilot
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I have moved on from Raven Guard and have decided to start an Ultramarines army to go alongside my new Blood Angels army. Red and blue indeed!
HQ:
Tigurius
(165pts)
Elites:
Venerable Dreadnought
2 TL Autocannons
Drop Pod
(180pts)
Venerable Dreadnought
2 TL Autocannons
Drop Pod
(180pts)
Troops:
10 Man Tactical Squad
Plasma Gun, Lascannon, Combi-Plasma
Dedicate Transport: Drop Pod
(210pts)
10 Man Tactical Squad
Plasma Gun, Lascannon, Combi-Plasma
Dedicate Transport: Drop Pod
(210pts)
5 Man Scout Squad
CCWs, Power Fist, Combi-Melta
Dedicate Transport: Landspeeder Storm w/ Multi-Melta
(145pts)
Fast Attack:
Stormtalon
TL Assault Cannon, Typhoon Missile Launcher
(145pts)
2 Attack Bikes
Multi-Meltas
(110pts)
2 Landspeeders
Typhoon Missile Launchers
(150pts)
Heavy Support:
Thunderfire Cannon
(100pts)
Predator Destructor
Lascannon Sponsons
(115pts)
3 Centurion Devastators (With Tigurius)
Grav Cannons+Grav Amps, Missile Launchers, Omniscope
(290pts)
Total: 2000pts
What I Like:
- 4 Drop Pods, meaning that I can do a turn 1 drop pod assault right onto any objectives with my tac squads
-Level 3 Psyker
-Diversity
Feedback is appreciated.
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This message was edited 2 times. Last update was at 2015/01/14 03:10:47
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![[Post New]](/s/i/i.gif) 2015/01/14 03:25:55
Subject: [2000] - Ultramarines
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Stalwart Ultramarine Tactical Marine
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Walking centurions around with just tigurius is asking for trouble. I suggest you diversify your deathstar unit and add a chapter master or papa smurf to tank some wounds.
I'm not going to explain any of this right now but I would take out the dreadnoughts, lascannons off the tac squads, any powerfists, the thunderfire cannon, the predator, and the missile launchers on the centurions. I understand you want diversity but these are all units that are bad unless given proper support (something you don't have). Ultramarines live and die off of their infantry and you should have more bodies. Look into a command squad with special weapons in a 5th pod. 5 pods means three come in turn one, which enhances your alpha strike. If you really want to get fancy you can keep the dreadnoughts and buy pods for them, but instead of deploying them in their pods, deploy them onto the field. That way you drop in three full pods turn one, and drop in empty pods turn two. So you have all but 70 points of your army on the board turn one.
Please don't respond to this post if you are not going to follow any of my advice and just waste time arguing and defending your list.
I can explain any of the suggestions in greater detail if you want, or if you have any questions.
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This message was edited 1 time. Last update was at 2015/01/14 03:26:42
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![[Post New]](/s/i/i.gif) 2015/01/14 03:51:20
Subject: [2000] - Ultramarines
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Sinewy Scourge
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I don't hate venerable dreadnoughts, but with autocannons, I wouldn't put them in drop pods IMO. I would do heavy flamers or something like that. With your autocannons, use range to your advantage.
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![[Post New]](/s/i/i.gif) 2015/01/14 03:52:05
Subject: [2000] - Ultramarines
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Trigger-Happy Baal Predator Pilot
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hyozanman wrote:Walking centurions around with just tigurius is asking for trouble. I suggest you diversify your deathstar unit and add a chapter master or papa smurf to tank some wounds.
I'm not going to explain any of this right now but I would take out the dreadnoughts, lascannons off the tac squads, any powerfists, the thunderfire cannon, the predator, and the missile launchers on the centurions. I understand you want diversity but these are all units that are bad unless given proper support (something you don't have). Ultramarines live and die off of their infantry and you should have more bodies. Look into a command squad with special weapons in a 5th pod. 5 pods means three come in turn one, which enhances your alpha strike. If you really want to get fancy you can keep the dreadnoughts and buy pods for them, but instead of deploying them in their pods, deploy them onto the field. That way you drop in three full pods turn one, and drop in empty pods turn two. So you have all but 70 points of your army on the board turn one.
Please don't respond to this post if you are not going to follow any of my advice and just waste time arguing and defending your list.
I can explain any of the suggestions in greater detail if you want, or if you have any questions.
How can I "support" those units you listed?
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![[Post New]](/s/i/i.gif) 2015/01/14 04:08:05
Subject: [2000] - Ultramarines
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Death-Dealing Devastator
Melbourne,Vic
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I agree with many of the above comments. Podding in the dreadies isn't any good unless you kit them out for 'in your face' mode-ie keep the fist, arm up with the heavy flamer, other weapon optional, and then drop them right next to some squishies and start flaming and swinging. Their armour isn't good enough to walk around the middle of the field taking fire-either start them off with the rest of your army and footslog to some nice cover, or drop them in really close to keep your opponent on his toes.
Diversity isn't any good without a solid plan behind it, or good unit synergy. Drop podding in tac marine squads to hold forward objectives is a decent idea, but if you give them lascannons they become much more of a target, so I would strip the cannons.
Scout powerfist is weird, because scouts really aren't built for CC-that's 25 pts you won't see again. I'm all for arming squads with 'just in case' weapons (I give my Sternguard Sargent a lightning claw) in order to make back a few points when you're forced to get into CC, but you have to weigh up the points cost-unwieldy weapons are really only worth putting on squads where armour is statistically likely to make a couple of models last until I1. Scouts are not a squad where that will happen enough for it to work.
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![[Post New]](/s/i/i.gif) 2015/01/14 19:38:21
Subject: [2000] - Ultramarines
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Stalwart Ultramarine Tactical Marine
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Sure thing, let's start with the dreadnoughts. The posters pretty much went over most of it however flamers and powerfists on venerable dreads in pods is still an awful idea. Your best bet is using them in the back line supported by other backfield higher priority units. Also cover is crucial here to protect backfield vehicles (more on that later).
The predator is a bad unit in general. 3 lascannon shots on something that can't ignore shaken or stunned results is a waste of 140 points. However, if you do want to run it I suggest getting something else that can do it's job too. (no not lascannon marines) I mean something that can pop high AV at a distance and draw your opponents anti-vehicle fire as well. Maybe another predator, or maybe a landraider, or maybe a lascannon dread.
The thuderfire cannon is an amazing unit, but only when you run three of them. One TFC against an intelligent opponent who realizes that unit coherency distance is greater then the radius of the small blast template is going to get at most 4-5 hits on average (all depending on scatter). This is a porous amount for a unit that is supposed to be your main horde killer (nothing else in your army is going to do it). So in that case take as many as you can. Personally I never run one. I either run three or none. Also that cover bonus to a piece of terrain is vital, and it isn't wise to only bolster one ruin and stick all your vehicles inside of it. But if you had three bolstered ruins that gives you more tactical flexibilty during deployment.
The upgrades you bought are all situational and expensive. Missile launchers on centurions dont synergize well with 24 inch range grav cannons, never buy heavy weapons for poddes tacticals, powerfists are fine but on an easy to kill scout squad?
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