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![[Post New]](/s/i/i.gif) 2016/01/28 00:37:37
Subject: [1850] - Ultra Marines
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Fresh-Faced New User
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Hello everyone, just looking for some general feedback on my 1850 Ultra Marines list, I greatly appreciate your time in helping me. Thanks!
Chapter tactics: Ultra Marines
Battle Demi Company (1265 pts)
Chaplin (1 Chaplin)
-Jump Pack
Assault Squad (10 Marines)
-Jump Packs
Centurion Devastator Squad (3 Centurions)
-3x Grav Cannons w/ Grav Amps
-Omni Scope for Sgt
Tactical Squad (10 Marines)
-Melta Gun
-Multi Melta
-Drop Pod
Tactical Squad (10 Marines)
-Heavy Bolter
-Plasma Gun
-Rhino
Tactical Squad (10 Marines)
-Heavy Bolter
-Flamer
-Rhino
Venerable Dreadnought (1 Dread)
-TL Las Cannon
-Power fist w/ heavy flamer
Armored Task Force (585 pts)
Tech Marine (1 Marine)
Predator (1 tank)
-TL las cannons
-las cannons on sides
Predator (1 tank)
-TL las cannons
-las cannons on sides
Vindicator (1 tank)
Vindicator(1 tank)
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This message was edited 1 time. Last update was at 2016/01/28 00:38:11
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![[Post New]](/s/i/i.gif) 2016/01/28 01:20:58
Subject: [1850] - Ultra Marines
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The Marine Standing Behind Marneus Calgar
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Looks pretty good.
I’m not sure about the single drop pod. It’s not going to land hard enough to clear the LZ, so is probably just going to be gist for the meatgrinder. I’d either get 2 more pods, or switch them to a rhino so your whole army can work together.
I enjoy a pair of flamers in my assault squads. Sarge could use some upgrades. Vet+power weapon. I’d also drop the squad down to 5 men, but there is something to be said for a lot of warm bodies.
Giving tac sarges a matching combi to the squad’s special is generally a good idea. At the very least the melta squad needs one.
Grav cents, while good, are also very short range. You don’t have any of the tricks to help mitigate this. I might just run a normal dev squad, but they should be OK if you are careful and deploy them well.
Dread is fine. I might go with the AsC on him, but that’s a preference thing. TLLC works.
The only thing I might suggest for the armor is putting the tech on a bike. Gives him some mobility to get around and patch things up as needed.
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![[Post New]](/s/i/i.gif) 2016/01/28 01:51:19
Subject: Re:[1850] - Ultra Marines
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Fresh-Faced New User
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Thanks for the advise, those are some really good points and would be fun to do a tech marine bike conversion.
My idea for the single drop pod was to get it somewhere that the assault squad could support it, i would go for an area that they could get either out of LoS or near enough to cover in a zone where they would be a hindrance that the enemy would over commit to killing it - not really planning to alpha strike withthem. I'll have the rest of my army move in to position for best shooting possibilities while enemy is focused on meat griding that unit, in theory by the time they are done I could have all of my army ready to fire. Is this idea just pie in the sky or worth the try?
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![[Post New]](/s/i/i.gif) 2016/01/28 02:24:23
Subject: [1850] - Ultra Marines
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Dakka Veteran
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Your theory is ok but you have that drop pod kitted with short range weapons. It's kitted for an alpha strike. I would either don't use it or give the sarge a combo melta too. Or do a rhino. Idk what you have but I personally would drop the dread for a talon. At 1850 you'll see flyers. A talon is good for making something jink but not break the bank. I personally don't like omni scope in your load out. With same weapon he's likely shooting same unit as rest. I'd either drop it or give him lascanoon for same points spread.
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![[Post New]](/s/i/i.gif) 2016/01/29 01:12:27
Subject: Re:[1850] - Ultra Marines
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Fresh-Faced New User
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Thanks guys! I did some tweaking so let me know what you think of this one:
Chapter: Ultra Marines
Battle Demi Company (1262 pts)
Chaplin w/ Jump Pack
Assault squad w/ jump packs (6 Marines)
-Vet Sgt upgrade w/ power sword
-2x flamers
Centurion Dev Squad (3 Centurions)
Grav cannon + Grav Amp x2
Sgt w/ omniscope, missile launcher, and TL Las Cannon
Tactical Squad (10 Marines)
-Multi Melta
-Melta Gun
-Combi-Melta
-Drop Pod
Tactical Squad (10 Marines)
-Heavy Bolter
-Plasma Gun
-Combi Plasma
-Rhino
Tactical Squad (10 Marines)
-Flamer
-Heavy Bolter
-sgt has Plasma pistol and chain sword
-Rhino
Venerable Dread (1 Dread)
-TL Las Cannon
-Power fist w/ heavy flamer
Armored Task Force (585 pts)
Tech Marine (1 Marine)
Predator (1 Tank)
-TL Las Cannon
-Side Las Cannons
Predator (1 Tank)
-TL Las Cannon
-Side Las Cannons
Vindicator (1 Tank)
Vindicator (1 Tank)
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![[Post New]](/s/i/i.gif) 2016/01/29 02:19:16
Subject: [1850] - Ultra Marines
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Missionary On A Mission
Northern CO
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A little-known thing: you can replace the tactical sergeant's chainsword with a plasma pistol, keeping the bolt pistol, then fire them both - see Gunslinger. The little bit of extra dakka is sometimes useful.
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![[Post New]](/s/i/i.gif) 2016/01/29 12:28:20
Subject: [1850] - Ultra Marines
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The Marine Standing Behind Marneus Calgar
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jade_angel wrote:A little-known thing: you can replace the tactical sergeant's chainsword with a plasma pistol, keeping the bolt pistol, then fire them both - see Gunslinger. The little bit of extra dakka is sometimes useful.
If plasma pistols weren’t comically overpriced, it might even be worth it.  Rule of cool is pretty much the only reason to field them these days. That and if you glued them on already and are playing WYSWYG.
Fun Fact: Plasma pistols are one of the few things I actually cut off an assembled and painted model, to replace with flamers on my assault squads. I dislike them that strongly. (Back in 3rd, they were 5ppm and flamers were not an option, which is why I built them)
I might take an axe, rather then the sword for the AM sarge. Normally I dislike 1W guys striking last, but the chaplain will be there to take challenges, so it’s a bit safer. Gives you a little AP2.
That and the plasma pistol are the only thing that really stand out.
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