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![[Post New]](/s/i/i.gif) 2017/08/07 05:56:26
Subject: Tactics for Ultramarines. What units work best with their traits?
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Repentia Mistress
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Hey
These are my ideas:
1. I was thinking that flamer/combi flamer on some tacticals in a twin assault razorback might be awesome.
Makes them really hard to charge since they can overwatch and fall back and still shoot.
2. An aegis defense line with a lieutenant and captain that buff 3 squads of 5 devastators. 12 lascannons. In addition there will be a chapter ancient with the relic banner that lets them shoot again on a 3+ when they die.
Just an incredible firebase that is insanely resilient. I am thinking about including another squad of 7~ marines with 4 missile launchers to utilize the 12'' deepstrike defense stratagem. Lascannons wont really deal with troop squads efficiently.
3. I'm not in love with their stratagems 100% so I was thinking about how I could spend my CP efficiently. Their warlord trait is amazing so we will have a lot of them to use.
What about a fully kitted stormraven with a dreadnought and two squads of 11 total tacticals each with plasma/combi plasma?
I can use CP to reroll 1's to hit for this blob with the dreadnought stratagem which has great synergy with the plasma weapons.
I can throw in a lieutenant in there too for fun.
With the troops being so good I think I can take two battalions and come in hot with 9 CP with another HQ somewhere.
Any thoughts?
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hey what time is it?
"Try looking on page 12 of the FAQ."
-Ghaz |
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![[Post New]](/s/i/i.gif) 2017/08/07 22:50:47
Subject: Tactics for Ultramarines. What units work best with their traits?
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Longtime Dakkanaut
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First off, i think the main reason to play UM is Roboute. His rerolls are so powerful they make up for a nice, but not amazing, chapter tactic.
That aside, i don't think you can really build an army around the chapter tactic. Most marine squads are easy enough to kill that they aren't likely to survive most combats. It's possible just having the tactic will cause enemies not to tie up units just to stop them from shooting, but that seems like the most you can count on for marines. For more durable things like terminators, they probably want to stay in combat, but if not the option is nice to have.
Where the tactic really shines is the shooty dreadnoughts, as they can take an assault, then back off and shoot again.
The other ideas arent bad per se, but but not something ultramarines do better than other chapters. Raven guard and imperial fists do devastators better, as they are much harder to kill.
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This message was edited 1 time. Last update was at 2017/08/07 22:51:18
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![[Post New]](/s/i/i.gif) 2017/08/07 22:58:34
Subject: Tactics for Ultramarines. What units work best with their traits?
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Inquisitorial Keeper of the Xenobanks
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The flamers idea, especially now that we the players choose who die, seem a good one to me.
It may bring my flamers guys directly from the shelf back the table !
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![[Post New]](/s/i/i.gif) 2017/08/07 23:07:44
Subject: Tactics for Ultramarines. What units work best with their traits?
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Jovial Plaguebearer of Nurgle
London, UK
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jcd386 wrote:First off, i think the main reason to play UM is Roboute.
...
Where the tactic really shines is the shooty dreadnoughts, as they can take an assault, then back off and shoot again.
Agree with your first point. Although it is worth noting that when a Dreadnought retreats and fires its Heavy Weapons it is 5+ to Hit. Better than nothing but not really a great use of the tactic.
I've not tried it yet but units of Aggressors with Flamestorm Gauntlets could be good. 2D6 hits each Overwatch, then fall back and 2D6 hits each in the face. And no -1 to Hit from the tactic because they hit automatically.
The only problem they have is surviving the actual assault.
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![[Post New]](/s/i/i.gif) 2017/08/08 01:07:33
Subject: Tactics for Ultramarines. What units work best with their traits?
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Longtime Dakkanaut
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It's not great, but if you run 2 twin auto cannons and have gman rerolls, you'll still hit about 4 times and wound about 3 times vs t6 or less, which isn't terrible.
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![[Post New]](/s/i/i.gif) 2017/08/08 01:28:36
Subject: Tactics for Ultramarines. What units work best with their traits?
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Longtime Dakkanaut
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jcd386 wrote:First off, i think the main reason to play UM is Roboute. His rerolls are so powerful they make up for a nice, but not amazing, chapter tactic.
That aside, i don't think you can really build an army around the chapter tactic. Most marine squads are easy enough to kill that they aren't likely to survive most combats. It's possible just having the tactic will cause enemies not to tie up units just to stop them from shooting, but that seems like the most you can count on for marines. For more durable things like terminators, they probably want to stay in combat, but if not the option is nice to have.
Where the tactic really shines is the shooty dreadnoughts, as they can take an assault, then back off and shoot again.
The other ideas arent bad per se, but but not something ultramarines do better than other chapters. Raven guard and imperial fists do devastators better, as they are much harder to kill.
I think the nice thing about their chapter tactic is that it lets you take advantage of your whole stat line. If your primaris aren't stabbing things, then you're wasting that two attacks. If they're not shooting, you're wasting that nice gun.
If you shoot, charge, then fall back and shoot again, you're making use of more of your abilities. There's plenty of enemy units out there that marines will slice and dice. Just don't charge tacticals into dedicated CC units.
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![[Post New]](/s/i/i.gif) 2017/08/08 01:33:24
Subject: Tactics for Ultramarines. What units work best with their traits?
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Longtime Dakkanaut
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Yeah, Primaris like it a tad better than normal marines, but are also generally better as RG or IF, and still quite bad at assaulting.
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