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Made in al
Nasty Nob






Gardner, MA

Ultramarines Roster

Master of Sanctity
      Rosarius; Crozius Arcanum; Thunder Hammer; Adamantine Mantle; Jump Pack; Terminator Honors

3x Dreadnoughts
      Assault Cannon; Dreadnought CCW; Storm Bolter


4x 6 man Tactical Squads
      Lascannon; Plasmagun

2x 8 man Tactical Squad
      Heavy Bolter
      Sergeant with Terminator Honors; Bolt Pistol; Power Fist


3x Land Speeder Squadrons
      Heavy Bolter; Assault Cannon

Whirlwind

Vindicator
      Dozer Blade

Predator Destructor
      Autocannon; Heavy Bolter

Total Roster Cost: 1850

 

I maximized the number of organizational slots used.  I can swap out the weapon systems on the dreadnoughts IOT avoid being boring - twin HBs and Autocannon in lieu of Assault cannons all around.  


A man's character is his fate.
 
   
Made in us
Regular Dakkanaut




Wow, an extremely varied army list. Six heavy vehicles for the opponent to worry about and keep anti tank busy -- good, though Dreads aren't as tough as Preds, nor do Whirlwinds draw much fire if you hide them right. A LOT of tacmarine firepower forming the bulk of the force -- excellent, of course, since Marines are probably the best basic troops in the game for their points. The only issues I have are:

1) Why an uberchaplain? I realize he's intended as a countercharge unit, but without some kind of backup, the kind of stuff you'll be facing at 1850 points will eat a lone chaplain for lunch and keep on barreling towards your squads. I'd switch him for a Captain (with that many infantry squads, the extra LD could be good) or switch the Whirlwind and one landspeeder for an assault squad to back him up.

2) Drop something or trim to get Drop Pods or Rhinos and flamers or meltas for the 8-man tac squads. This will make them significantly more adaptable -- they can stand with your gunline squads or make a run on objectives. Also, the Rhinos would give your opponents more vehicle targets to worry about.

3) Re-examine your heavy support choices. It's a sad fact that redundancy can be a force multiplier, especially when it comes to tanks. All those heavy bolters and assault cannons should provide plenty of anti troop firepower, so you could easily drop the Whirlwind. Though I've never used a Vindicator, I really can't see how it would be better than a Pred, except in a very specific situation, like Cityfight.

But overall, looks like a nice list. No one trick ponies, adaptability of tactics, and no points sinks.

-Adso
   
Made in us
Nasty Nob






Gardner, MA

Made some changes - what do you think....

Ultramarines Roster 

Master of Sanctity :      Rosarius; Crozius Arcanum; Thunder Hammer; Adamantine Mantle; Jump Pack

(monster control - hopefully he survives the intitial assault then swings for the win,  since he has a jumppack, I anticipate being able to decide when and who he fights - relying on the mantle and invulnerable to survive the initial assault.  Then he swings his T-hammer and in the following round finishes with his Crozius)

3x Dreadnoughts (skimmer control) (these could change to Assault cannons)
Twin Linked Autocannons; Dreadnought CCW; Storm Bolter


2x 6 man Tactical Squads (skimmer control/OBJ)
Lascannon

2x 6 man Tactical Squads (skimmer control/OBJ)
Missile Launcher

1x 8 man Tactical Squad in a Drop Pop (CC, OBJ Quadrents)
Flamer
Sergeant with Terminator Honors; Bolt Pistol; Power Fist

1x 8 man Tactical Squad in a Drop Pod (CC, OBJ Quadrents)
Meltagun
Sergeant with Terminator Honors; Bolt Pistol; Power Fist


3x Land Speeder Squadrons (Quadrents)
Heavy Bolter; Assault Cannon


Whirlwind (Anti-Castle)

Predator Destructor (Skimmer control)
Autocannon; Heavy Bolter sponsons

Predator Destructor (Skimmer control)
Autocannon; Lascannon sponsons

Total Roster Cost: 1850


A man's character is his fate.
 
   
Made in ca
Dakka Veteran




The Hammer

I vote for running the Dreadnoughts as ML/rending roulette. (if points allow) Gives them a solid long-range shot without forfeiting any of the absolutely obnoxious close-range power of tinned rump roast. If they're going to be walking, it gives them something to do with their left arm besides shaking a fist at distant enemy infantry. (If you pod them up, no need for the ML since they ought to land close enough to make the assault capability/deterrent useful)

When soldiers think, it's called routing. 
   
 
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