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Made in ca
Ultramarine Scout with Sniper Rifle





Newfoundland

Hey guys,

I'm getting back into the hobby (Painted a couple marines last summer, got busy and forgot about it, just started on Marine #3 yesterday) and I've chosen 3rd Company Ultramarines. Painting is coming along nicely but I need help with actually planning my army.

I want to field a solid Ultramarines army that is geared towards obliterating Tyranids. I feel this is in keeping with the 3rd Company lore, and it would be pretty embarrassing if such an army ended up weak against 'Nids since they carry a decapitated Tyranid on their company standard. Of course I don't want the army to be totally useless against other types of foes, but being specifically killy against their arch nemesis is important for me.

I've done some reading about weapons loadouts etc, on here and I've come up with this list as a starting point:

Ultramarines 3 Company[1200 Points]


HQ
Captain Mikael Fabian: Combi-Grav + Power Sword = 115 Pts

TROOPS
I Tac SQ[10]: Multi Melta + Plasma Gun; Sgt with Combi Plasma + Meltabomb; mounted in Rhino = 215 pts
II Tac SQ[10]: Heavy Bolter + Flamer; VetSgt with Combi Flamer + Meltabomb; mounted in Rhino = 215 pts

FAST ATTACK

VII Asslt SQ[10]: 10x Jump Pack, 2x Flamer; Sgt with Eviscerator + Meltabomb = 210 pts

HEAVY SUPPORT
IX Dev SQ[5]:4x Missile Launcher; Sgt Combi Melta + Armorium Cherub mounted in Rhino = 180 pts
I Venerable Dreadnought Garus (Multi Melta + Power Fist Storm Bolter) = 125 pts
I Predator Annihilator: 1x Twin-Linked Lascannon + 2x Lascannon = 140 pts

And this totals 1200 Points.

I'd really like to keep my list strictly 3rd Company for now, so I don't want any Veterans or Terminators, etc. in there just yet.

So, please help me with some criticisms so I can optimally kill lots of filthy Tyranids but also hopefully be playable against other types of opponents, if possible. I sort of want to put my Devs in a Razorback, since they're only 5 in number. I've never done this before so it all seems very daunting, haha.

Thanks guys!

   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Welcome to the Ultramarines 3rd Company! Which, as is known, is the best company of Ultramarines.

I field mine like this:
Spoiler:


If you want to keep it purely as a company force, you need to ditch the pred. That’s a chapter level asset. Also, the dread is an elite pick.

I think your best starting point is going to be a battle demi-company. Especially if you want to keep it pure 3rd co. You are already restricting yourself, might as well get the free bonuses. I find that 3 full tac squads, 5 men assault and devs, plus a HQ makes for a tidy 1,000 point list. Add the dread and you should be at your 1,200 level.

Onto specific commentary on your list:
Where is the captain going? What’s his job? I don’t see a place for him in your list. I’m going to assume you have the mono-pose captain, and that’s why his gear is what it is. But it’s not a particularly good loadout. If you do want to field him, call his sword a relic blade. He should also probably be in a drop pod with a command squad if you are going to field him on foot. If you are looking into the future, jump packs fit well in company lists. SM HQs want to be in CC, and the assault squads are your boys for that.

I’d not mix MM in a plas squad. Either go full melta, or swap out the MM for a HB or GC, depending on points. Probably grav is this is going to be a monster hunter squad.

HB/F c-flamer is a good squad for cashing out gribbles..

I only hand out melta bombs to even out points. Nice to have, but points can often be spent better elsewhere.

The only reason to give the Evis to the sarge is if you make him a vet. If not, you are better off just hiding it in the squad, so he can’t be challenged out. Especially if there isn’t a HQ there to accept. No reason to have both the Evis and the MB on the same guy either.

I’d not bother with the melta on the Dev sarge. I experimented with a c-grav on a dev squad for a bit, but their habit of hanging out in the backfield meant I never had anything get in range to shoot. The c-melta is going to be even worse for that. Just keep him bare-bones. MLs are generically OK. Should do reasonably well vs. nids. While I’m normally loath to recommend them, you might want to think about flack missiles. One of the worst AA options available to us, but they do fit in the company, and there are flyrants out there. Giving them a transport when they have long range weapons is purely a fluff thing. But they are better off just hunkering down in cover, not hiding in a box.

If you are going with a MM dread, you probably want a pod for him. If not I might suggest something a bit better for walking across the table. Probably worth upgrading to a HF to burn out the hordes.



   
Made in ca
Ultramarine Scout with Sniper Rifle





Newfoundland

SUPER helpful post, thanks very much. I will re-adjust according to your recommendations!
   
 
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