th3maninblak wrote:I see why you took them. Big beefy unit to put marny in. But ive found that balancing your army when playing ultramarines is key. A unit or 2 of devastators would do this list some good. Ultrasmurf chapter tactics really get amped up when you can make full use of every doctrine.
^These are wise words. Listen to them.
As you're writing this list for fun, I don't know what units you really want to play with (or don't want to play with). I'll say that this edition has really seen scouts lose some oomph, as their snipers no longer pin. I'd lose them, myself, and give those
tac marines some long distance weapons. Gives you the option to combat squad and get some more shots (and anti-tank) early on. You could also investigate in grabbing razorbacks, if you find armor is really giving you woes.
I assume you're putting Calgar and his honor-guard in the land raider, right? If so then you
definitely want those centurions to be devastator centurions. Grav-guns are killer, and they're even good against vehicles. If you want to do a fun, wild, and okay thing, put a libby with those centurions. If you can get them levitate, they just hover over the field killing things. It's always funny to imagine marines, inside bigger marine suits, hovering over terrain and firing gravity pulses at people.