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![[Post New]](/s/i/i.gif) 2016/10/23 18:59:47
Subject: [2000] - Codex Space Marines - Gladius Strike Force
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Fresh-Faced New User
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Gladius Strike Force:
Battle Demi-Company(req):
175 - Captain Sicarius
95 - Tactical Marines w/ Combi & Plasmagun
95 - Tactical Marines w/ Combi & Plasmagun
95 - Tactical Marines w/ Combi & Plasmagun
130 - Devastator w/ Missile Launchers
95 - Assault Squad w/ Packs & Veteran
Battle Demi-Company:
130 - Chaplain Cassius
95 - Tactical Marines w/ Combi & Flamer
95 - Tactical Marines w/ Combi & Flamer
95 - Tactical Marines w/ Combi & Flamer
130 - Devastator w/ Missile Launchers
100 - Assault Squad w/ Packs & Veteran & Meltabombs
Auxiliary(req) - Armoured Task Force:
85 - Techmarine on Bike
130 - Predators w/ side Lascannons
130 - Predators w/ side Lascannons
80 - Whirlwind
50 - Sergeant Chronus on Predator
Dedicated Transports:
150 - 5x Razorback w/ Lascannon
45 - 3x Razorback
All tanks have Extra armour & Stormbolter
Captain Sicarius, Tactical w/ Combimelta and Flamer inside of a Razorback w/ Lascannon will Outflank
Every turn play a Doctrine because six Doctrines to play through
I wanted to make a Codexy Ultramarine army out of the models and racks that I had, so I thought making a Gladius Army would be a good way to go. Then I saw that having two Demi-Companies allowed you free dedicated transports so I may have went a little overboard with those...
I was considering dropping some Extra Armours and pimping out the Assault Sergeants + giving those squads flamers/plasma pistols. Also, giving the Devastators Flak Missiles, because feth fliers.
Anything you guys could suggest to make this good? One major thing I'm sort of stuck on is the combi weapons. Take them? Don't take them? Which ones?
First post on the Forums and in this Section, so please excuse any weird formatting and the like
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![[Post New]](/s/i/i.gif) 2016/10/23 19:36:35
Subject: [2000] - Codex Space Marines - Gladius Strike Force
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Hardened Veteran Guardsman
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I think first of all I will ask how competitive do you want to be?
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![[Post New]](/s/i/i.gif) 2016/10/23 20:43:58
Subject: Re:[2000] - Codex Space Marines - Gladius Strike Force
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Fresh-Faced New User
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I mean, I would like to be able to win with this list, obviously.
I do want to keep the Battle Company structure of two Demis + Aux though. I'm also open to what Aux I would take, I just thought that going pure infantry would be a bad idea. I would also like to take Sicarius just because I've already painted my army so far with the 2nd Company pauldrons.
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This message was edited 1 time. Last update was at 2016/10/23 20:46:10
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![[Post New]](/s/i/i.gif) 2016/10/24 04:22:18
Subject: Re:[2000] - Codex Space Marines - Gladius Strike Force
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Pious Palatine
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Mox wrote:I mean, I would like to be able to win with this list, obviously.
I do want to keep the Battle Company structure of two Demis + Aux though. I'm also open to what Aux I would take, I just thought that going pure infantry would be a bad idea. I would also like to take Sicarius just because I've already painted my army so far with the 2nd Company pauldrons.
Plasma is bunk Flamers are crap on anything not in a pod, missle launchers are not super great and predators are iffy, whirlwinds are hot garbage especially for ultramarines, Swich all flamers to meltas and take packs off assault marines and put them in pods with flamers, all plasma becomes some kinda grav drop the aux for the scout version drop both special characters for cataphractii captains put both devs in pods with grav and the captains take command squads when you can.
Honestly the best way to run ultras is 100% pods though.
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![[Post New]](/s/i/i.gif) 2016/10/24 08:35:33
Subject: [2000] - Codex Space Marines - Gladius Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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I think you're spending way too much on your HQ,
Sicarius gvies one tac squad Counterattack, Infiltrate, Scout, or Tank Hunters
He also allows you to bring on reserves with a +1 to reserve rolls.
You're taking Razorbacks, so i'm assuming you want all your razorbacks on the table at start of game. Therefore rerserve rule is wasted...
Outflanking one Razorback........makes you a big fat target with no other support... Might be good if you are getting to an objective near to a table edge... but other than that IMHO it's not worth it.
if you're set on Ultramarines then may I suggest you take a Captain with Artificer Armour, Power Sword & Storm Shield
140 points.
Same with Chaplain Cassius.
Feel no pain is nice and he's T6. but TBH he's a normal chaplain with a nice Combi-Flamer and a thing for Tyranids.
A base chaplain with a Power Fist and Crozius Arcanum is 115 points. Gives you AP2
OR you could keep base costs down to minimum for the captain and chaplain (maybe give captain Art. Armour and Power sword) and take a Command Squad in a razorback.
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This message was edited 1 time. Last update was at 2016/10/24 08:40:29
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![[Post New]](/s/i/i.gif) 2016/10/24 12:21:44
Subject: [2000] - Codex Space Marines - Gladius Strike Force
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The Marine Standing Behind Marneus Calgar
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Welcome to Dakka, and the Ultramarines.
Sicarius is OK, but I agree you are not getting the most out of him. I might swap him out with a more basic captain.
Cassius is on foot. He needs a squad to hang with. I’ve had a lot of fun putting him in a pod with an assault squad with a pair of flamers. With free transports, getting your assault marines in them rather then paying for packs is not a bad option.
I’ve had decent success with flamers in rhinos, they don’t need to be in pods (although they do work best there). And while plasma has largely been surpassed by grav, it still does OK on PA marines. I do think you should swap some of your tacs over to melta though.
I like LCs on my devs. Another option, with the free transports, is to just take them with 2 grav cannons each in a rhino and drive around shooting out the top hatch. Or pod.
The Aux is fine. You could go with one of the low cost ones if you wanted to shake free more points. But you have a ton of armor saturation in this list, and this helps with that.
I’ve never felt that the generic SM vehicle upgrades were worth it. I’d cut them all for points. Invest them in upgrading the rest of the razors to better turrets.
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![[Post New]](/s/i/i.gif) 2016/10/24 21:09:20
Subject: Re:[2000] - Codex Space Marines - Gladius Strike Force
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Fresh-Faced New User
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ERJAK wrote:Mox wrote:I mean, I would like to be able to win with this list, obviously.
I do want to keep the Battle Company structure of two Demis + Aux though. I'm also open to what Aux I would take, I just thought that going pure infantry would be a bad idea. I would also like to take Sicarius just because I've already painted my army so far with the 2nd Company pauldrons.
Plasma is bunk Flamers are crap on anything not in a pod, missle launchers are not super great and predators are iffy, whirlwinds are hot garbage especially for ultramarines, Swich all flamers to meltas and take packs off assault marines and put them in pods with flamers, all plasma becomes some kinda grav drop the aux for the scout version drop both special characters for cataphractii captains put both devs in pods with grav and the captains take command squads when you can.
Honestly the best way to run ultras is 100% pods though.
So basically make away with the list, and only keep the Gladius and Chapter xD
I don't suppose you could elaborate on Plasmas being bunk and Flamers being gak outside of pod assaults?
Also, what's wrong with Missile Launchers? Do they not give you the versatility of being able to gun down both vehicles and infantry with kraks and frags, and for some extra points, fliers?
Btw, for free transports one of the HQs has to be a Chaplain and I don't think I can take him Cataphractii.
Finally, what's wrong with the Armoured Task Force Aux? - asking as you're essentially advocating for removing it.
Corennus wrote:I think you're spending way too much on your HQ,
Sicarius gvies one tac squad Counterattack, Infiltrate, Scout, or Tank Hunters
He also allows you to bring on reserves with a +1 to reserve rolls.
You're taking Razorbacks, so i'm assuming you want all your razorbacks on the table at start of game. Therefore rerserve rule is wasted...
Outflanking one Razorback........makes you a big fat target with no other support... Might be good if you are getting to an objective near to a table edge... but other than that IMHO it's not worth it.
if you're set on Ultramarines then may I suggest you take a Captain with Artificer Armour, Power Sword & Storm Shield
140 points.
Same with Chaplain Cassius.
Feel no pain is nice and he's T6. but TBH he's a normal chaplain with a nice Combi-Flamer and a thing for Tyranids.
A base chaplain with a Power Fist and Crozius Arcanum is 115 points. Gives you AP2
OR you could keep base costs down to minimum for the captain and chaplain (maybe give captain Art. Armour and Power sword) and take a Command Squad in a razorback.
So taking e.g.: 4-5 pods would be better in your opinion, for the Sicarius' point value?
I would not mind dropping Cassius for a generic Chaplain though.
And while I agree that outflanking Sicarius makes him a target, you gotta keep in mind that there at least 3 other Razorbacks with squads inside, Predators and other stuff coming down the highway.
And well, all of my to-date models are painted in Ultramarine 2nd colours
Nevelon wrote:Welcome to Dakka, and the Ultramarines.
Sicarius is OK, but I agree you are not getting the most out of him. I might swap him out with a more basic captain.
Cassius is on foot. He needs a squad to hang with. I’ve had a lot of fun putting him in a pod with an assault squad with a pair of flamers. With free transports, getting your assault marines in them rather then paying for packs is not a bad option.
I’ve had decent success with flamers in rhinos, they don’t need to be in pods (although they do work best there). And while plasma has largely been surpassed by grav, it still does OK on PA marines. I do think you should swap some of your tacs over to melta though.
I like LCs on my devs. Another option, with the free transports, is to just take them with 2 grav cannons each in a rhino and drive around shooting out the top hatch. Or pod.
The Aux is fine. You could go with one of the low cost ones if you wanted to shake free more points. But you have a ton of armor saturation in this list, and this helps with that.
I’ve never felt that the generic SM vehicle upgrades were worth it. I’d cut them all for points. Invest them in upgrading the rest of the razors to better turrets.
Hi, and thanks
Cassius was obviously going to join a flamer squad in a Razorback. And I see what you mean in regards to the Assault , albeit don't Pod squads run the risk of being annihilated Turn 1? (since they can't assault)
And in regards to vehicle upgrades, surely the Stormbolter is a must due to the possibility for Weapon Destroyed? I agree that Extra armour is a bit of a spend without much purpose though.
Devastator-wise, I just thought that Missile launchers would be the most versatile and useful weapon.
Guys, keep in mind that all of the squads here are 5 men strong
And I still have little clue on what to give those sergeant with their combi weapons
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![[Post New]](/s/i/i.gif) 2016/10/25 00:34:50
Subject: [2000] - Codex Space Marines - Gladius Strike Force
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The Marine Standing Behind Marneus Calgar
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The stock answer is to give your sarges combis to match the squad’s special. That way everything wants to shoot at the same target.
The assault marines are a bully unit. Pick on something weaker then you, and kill them. This goes for packs or pods. So land next to some backfield camper, torch ‘em. Next turn you can charge the survivors. If you are going to drop in someplace ugly, don’t go alone. Multiple pods landing in support can maul a LZ enough to survive the return fire (in theory).
Stormbolters are OK for weapon destroyed insurance on big mono-gun tanks like the vindicator. For things like razors, it adds a chunk of points that’s not getting a lot of returns. They are already overgunned for such a fragile chassis, you don’t want to sink more points into them then you have to. The odds of having guns blown off is pretty low. You are more likely to blow up or have your HPs stripped off before it happens.
Missile launchers are “Meh” at everything. The frag missiles might sound like a good idea, but I regret everyone I send downrange. Against anyone with moderate skills, they will space out units so you can’t catch a lot of guys under the small blast. Even when you can catch a tight cluster, you still need to roll to wound, and they probably get an armor/cover save. So all that work, in ideal circumstances, and you still might kill one guy. Might as well use the krack missile. And if all you are shooting is kracks, shell out the extra points for the lascannon. The extra point of S and AP make a big difference. Flack missiles IMHO are one of the few trap choices in the codex. They are very overpriced for what they do. Imperial Fists can get some use out of them with tank hunter, but I’d avoid them as an Ultramarine. If you are that concerned with flyers, take the AA formation, or work some of our own birds into your list. For the price you pay for a flack dev squad, you can afford it.
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![[Post New]](/s/i/i.gif) 2016/10/25 15:42:14
Subject: Re:[2000] - Codex Space Marines - Gladius Strike Force
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Fresh-Faced New User
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Version 2? I've added some meltas, dropped some razorbacks and all the missile launchers, and bolstered the assault squads. What do you guys think?
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This message was edited 1 time. Last update was at 2016/10/25 16:11:43
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