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2016/08/20 18:12:40
Subject: [1250] - Ultramarines - Combined Arms Det
So, the end of the month Tourny is my usual local one with its rather tight restrictions, 1250 points, no allied formations from primary faction, composition scoring, no LoW, etc. Most this is moot considering how low the points are. As I said earlier I'd like to run a CAD centered around Tiggy. I have two slightly different lists in mind. Both are with the composition scoring in mind to a small degree, the big things to hit are, one choice minimum from each unit type and 40% of points spent on troops.
List 1
+++ CCG AUG CAD (1250pts) +++
++ Space Marines: Codex (2015) (Combined Arms Detachment) (1250pts) ++
In this variant I have a good chunk of points tied up in ranged firepower. Aiming for powers like Phase Form and Veil of time to make the Cemts hard to kill and ignore cover and LoS. With my points restriction I was unsure what to pick for Fast Attack and Elite but figured a Dread to add to the shooting and cover my rear units, while two flames inside a rhino would help to protect the tacticals advance.
+++ CCG AUG CAD 2 (1250pts) +++
++ Space Marines: Codex (2015) (Combined Arms Detachment) (1250pts) ++
A decidedly more aggressive force. Drop Pod to place the much shorter range Cents where I want with Honor Guard chosen as more of a buffer than a true and blue assault choice. Many times I've learned the failure of taking Cents without the proper protection. Even at 24 inches units like Wraiths and bikes can be on them very quickly. A small screening force of Honor Guard can do a lot to protect them, and is a much cheaper investment than most models of equivalent power.
This message was edited 2 times. Last update was at 2016/08/23 14:27:40
2016/08/21 16:58:50
Subject: Re:[1250] - Ultramarines - Combined Arms Det
Just as a FYI, forum rules prohibit listing individual upgrade point costs. Unit totals are fine though.
Advice on lists under restrictions are tricky. Particularly when comp scoring is a thing. Of your two lists, the first “feels” more like a Ultramarine list. Although I’d suspect the second one would play better.
First list:
Dreads are iconic, fluffy and fun. And mediocre. If you want to tighten up your list, drop him. Keeping him helps with the flavor though.
Scouts are fine
I’d like to see MMs on the tac squads. They can be useful to have downrange, and The Codex tells us the 10 man squad should have both a special and a heavy. I can totally understand not including them, but my inner fluff bunny ultra like to see them.
The assault squad should take their packs. Unless their transport is free, not a whole lot of reason to take a box. Pods to boost your count I could understand. Could also use a vet sarge with a power sword or maul.
Cents are OK, but grav cents in a pod are probably the better option.
TFC is solid.
Second list.
I don’t really see HG doing well in a rhino. It will probably be popped early, and they will have to footslog to try to get into CC. Not the best use of points.
From a army composition POV, while you do have a FA pick, it’s kinda cheating. IMHO a fluffy Ultramarine list should have one of each slot.
Cents are good.
If I were you, I’d try to mash the two lists together a bit. I like the dread and the assault marines from a fluff POV. They capture the feel of their slots very well. If you want to include the fluffy units, that’s fine, but you need to tighten up other portions of your list. For that you need the drop pod grav cents. Stick tiggy in there to buff/protect them, and murderize things. If you need to shave points, the TFC can go. It’s nice, but not required. A whirlwind can do a similar job or less points.
I realize taking a single pod to satisfy the comp scoring is merely a through out towards the letter of the law and not the spirit. But I'm trying to remain as competative as I can without killing myself on points.
I have admittedly not been able to effectively employ my dreads in most games, but I am rather forced into the choice due to points. My only other options are Honor Guard, Terminators, or a Command Squad. I don't currently own any other elite choices. I like command squads, but outfitting them with special weapons is always pricey and I've also had poor luck earning their cost back.
As for Heavy weapons on tacticals. I suppose it couldn't hurt, I'm just usually hesitant to do so because they almost always end up snap shooting since I like to move my tacticals around. But MM are pretty cheap, so it might be a worthy buy. I'll def consider it.
On the second list the problem is the same as with the Dreadnaught, no elite choice is super complementary to what I have. I picked the Honor Guard simply because they can still effectively act as tactical Marines with only 11 more PPM to get power weapons and a 2+. I figured they would survive much better than a Dreadnaught if I had them riding in front of the Grav Cents. If I drop them for a dread, what would you suggest I use the remaining points on?
2016/08/24 12:50:41
Subject: [1250] - Ultramarines - Combined Arms Det
Centurion Devastator Squad (250pts)
Centurion [Grav-cannon and Grav-amp, Hurricane Bolter]
Centurion [Grav-cannon and Grav-amp, Hurricane Bolter]
Centurion Sergeant [Grav-cannon and Grav-amp, Hurricane Bolter, Omniscope]
Still has 25 points to spend. That could be spent upgrading the scout squad (MM for the LSS, combi for the sarge, camo cloaks). The assault squad could use a MB or combat shield on the sarge to soak 5 points, or an extra body. The pod could take the deathwind. a few places to spend what’s left.
Another option would be to switch to a hybrid drop list. Put the dread and one of the tac squads in pods. Pick the two that need to hit the table first and drop them together for support. 3rd bats cleanup. You could also go full drop, if you had the pods.
if you're taking a drenought consider having him in a drop pod. lose the lascanon and tool him up with flamers and melta. bring him in first turn and tie up a few enemy units trying to bring him down while your rhinos advance