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![[Post New]](/s/i/i.gif) 2016/06/28 08:12:28
Subject: [1850] - ultramarines - Demi-company
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Ferocious Blood Claw
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Hi,
ill be trying an ultramarine demi-company list against orks, eldar and khorne deamonkin.
I wanted to bring some droppods, but I don't know if it will work.
this is my list:
++ Space Marines: Codex (2015) (SM Gladius Strike Force) ++
+ (No Category) +
Chapter Tactics [Ultramarines]
+ Core +
'Battle Demi Company * [Chaplain Cassius]
Assault Squad [2x Flamer, 4x Space Marines]
Drop Pod [Storm Bolter]
Space Marine Sergeant [Bolt Pistol, Power Fist]
Devastator Squad [4x Grav-cannon and Grav-amp, 4x Space Marines]
Drop Pod [Storm Bolter]
Space Marine Sergeant [Combi-flamer, Lightning Claw]
Tactical Squad [Grav-gun, Multi-melta, 9x Space Marines]
Drop Pod [Storm Bolter]
Space Marine Sergeant [Grav-pistol, Power Fist]
Tactical Squad [Heavy Bolter, Plasma Gun, 9x Space Marines]
Drop Pod [Storm Bolter]
Space Marine Sergeant [Bolt Pistol, Boltgun]
Tactical Squad [Heavy Bolter, Plasma Gun, 9x Space Marines]
Drop Pod [Storm Bolter]
Space Marine Sergeant [Bolt Pistol, Boltgun]
+ Auxiliary +
'1st Company Task Force
Sternguard Veteran Squad
Drop Pod [Locator Beacon, Storm Bolter]
Veteran [Combi-melta]
Veteran [Combi-melta]
Veteran [Combi-melta]
Veteran [Combi-melta]
Veteran Sergeant [Combi-melta, Power Fist]
Sternguard Veteran Squad
Drop Pod [Locator Beacon, Storm Bolter]
Veteran [Combi-melta]
Veteran [Combi-grav]
Veteran [Combi-grav]
Veteran Sergeant [Combi-melta, Power Fist]
Veteran with Special/Heavy Weapon [Heavy Flamer]
Sternguard Veteran Squad
Drop Pod [Locator Beacon, Storm Bolter]
Veteran [Combi-melta]
Veteran [Combi-melta]
Veteran [Combi-melta]
Veteran [Combi-melta]
Veteran Sergeant [Bolt Pistol, Combi-melta]
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![[Post New]](/s/i/i.gif) 2016/06/28 12:00:52
Subject: [1850] - ultramarines - Demi-company
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The Marine Standing Behind Marneus Calgar
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I like the overall structure of your list. You should do fine with it.
I do think you spent way to much on upgrades.
Cassius is a great little HQ to stick in a drop pod with an assault squad. Or any drop pod really. I might suggest swapping him out for a CTDA captain for S&P shenanigans with the Devs.
I’m not a big fan of power fists on 1W guys, particularly when they are just in power armor with no invuln. I think the assault sarge would be better served with veteran status and a power weapon. An axe if a HQ is going to be joining them, sword/maul if not. Toss in a melta bomb if worried about tanks, but frankly you have plenty of AV in the list.
The dev sarge is kitted for charge deterrent. But that’s just a 5 man squad who’s going to be shot off the table. I think you might be better served spending those points on warm bodies to soak fire. If you go to a full 10 man squad, you can combat squad out of the pod.
MM/grav is not terrible, although going either full grav or full melta might be better. Sarge needs help though. Grav pistols are overpriced to start. And you aren’t even using part of what drives their points up, the ability to pair with a CC weapon for an extra attack. If you want to keep the fist, switch to a combi-grav. If you want to keep the pistol, switch to an axe (and veteran). If you want to be sensible, just take a matching combi to the squad, and leave the CC to other units.
The HB/P squads are fine. Points allowing, get c-plas for the sarges.
Drop pods are pretty accurate. I’d not bother with the locator beacons.
Powerfists are slightly better on sternguards. You want to keep the bolter for the special ammo, so the specialist thing isn’t a big deal, and they are 2A base. I still think you would be better off with more guys in the squad.
One thing about drop pod lists is you get to choose what squad goes where. So mane sure your toolbox is full of specialized options. While not personally a fan of the combi-spam alpha strike, it does work. Your mixed squad I’d specialize down. Right now, it’s all over the place. I’d suggest going 2xHF and then as many basic guys (no combis) as you can fit into the pod.
Any spare points you can shake out of your list should go towards getting the sternguard to full 10 man squads. They don’t even need combis. (5 melta shots is actually a good number for popping tanks). But if you combat squad out of a pod, that’s 3 units from the 1st Co. TF right there, which activates their special rule. Nice perk. Plus sternguard are one of the better units in the book, and they work better in bulk with the special ammo.
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![[Post New]](/s/i/i.gif) 2016/06/28 12:17:35
Subject: [1850] - ultramarines - Demi-company
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Ferocious Blood Claw
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thanx,
some of the units are kitted like that because the models I have wysiwyg. but I will consider some of those options.
and I might swap one sterguard unit for a vanguard unit.
and maybe swap some toys for boys.
good point about the assault sarge, im going to swap the locator beacons to make him a veteran and swap his weapon with a power weapon and get some more boys in there.
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![[Post New]](/s/i/i.gif) 2016/06/28 19:18:26
Subject: [1850] - ultramarines - Demi-company
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Longtime Dakkanaut
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Nevelon wrote:
Any spare points you can shake out of your list should go towards getting the sternguard to full 10 man squads. They don’t even need combis. (5 melta shots is actually a good number for popping tanks). But if you combat squad out of a pod, that’s 3 units from the 1st Co. TF right there, which activates their special rule. Nice perk. Plus sternguard are one of the better units in the book, and they work better in bulk with the special ammo.
I am actually going to make that change to my list, had not though about the body counting as one unit for the special rule.
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