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Made in us
Long-Range Ultramarine Land Speeder Pilot




Dallas, TX

I'm just getting back into the game after a 3 year hiatus. Kids will do that...

Interested in any comments/critique on this list.

HQ
Librarian

Command Squad, Plasmagun x 4, Apothecary
- Razorback, EA, LC/TL-PG

TROOPS
Tactical x 10, Plasmacannon, Plasmagun, (Sgt) C-P, MB
- Razorback, EA, LC/TL-PG

Tactical x 10, Plasmacannon, Plasmagun, (Sgt) C-P, MB
- Razorback, EA, LC/TL-PG

Scouts x 10, Sniper x 9, Cloaks, Heavy Bolter

Scouts x 5, BP & CCW
- Land Speeder Storm w/ Heavy Flamer

FAST
Land Speeder Typhoon

Land Speeder Typhoon

HEAVY
Thunderfire Cannon

Hunter

Vindicator, Seige Sheild

FORTIFICATION
Aegis Defense Line, Quad Gun


This list splits into two distinct elements:

An armored column, led by the Vindicator, followed by the three Razorbacks and Hunter, and flanked by the LSTs. This battle group contains 10 scoring marines, 6 plasmaguns and 2 combi-'s on foot, plus the firepower of the Razors, and a Librarian for Presience.

The Plasma Cannon squad halves form a firebase in the ADL along with the Thunderfire cannon, and half of the Scout Snipers, using the Sgt to fire the Quad Gun. The other half of the Scout snipers with the HB infiltrate into bolstered ruins, and the Land Speeder Storm with CC Scouts Outflanks.

This message was edited 2 times. Last update was at 2014/03/17 08:03:49




Ultramarines Second Company - ~4000 points

Dark Eldar WIP - ~800 points

 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

Welcome back into things, 6th edition is lots of fun!

Some things I'd comment on though:

1) The stock librarian doesn't get access to Divination, so you'd have to take Tigurius if you want to stay Ultramarines, or try out the FW Chapter Tactics for Mantis Warriors (I think?) they get access to it, or add an Inquisitor (stock, or Coteaz).

2) I don't like the plasma cannons on the ADL because their range does not match the Quadgun, and they can't snapshot at fliers. You might as well upgrade to a lascannon for the squad on the Quadgun so that at least they can snapshot at the flier with it too.

3) Sniper scouts are personal preference, but often I find they disappoint seeing as they are BS3. I wouldn't invest too many points into them with the heavy weapons, in fact I'd drop them and buy another 5-man squad in a storm, it's more effective IMO. You can put the rest of the points into something else (maybe a better HQ like Tigurius, Coteaz or an Inquisitor?)

4) Other than that, the list seems pretty good. I don't know that you're getting the most out of the Ultramarines Chapter Tactics though, so switching to Iron Hands (because you have a bunch of vehicles) or maybe Mantis Warriors (for your Divination) might be worth considering.

I really like the Hunter and the Thunderfire Cannon. I find them pretty great in most games, and the Vindicator is nice as well (especially if you can give it "Perfect Timing" haha)

This message was edited 1 time. Last update was at 2014/03/17 13:14:36


 
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

The vindicator....dont take just one. People say "oh yeah I have 120 pts left over thats nothing, and I can get a large blast ap2 str 10 ordinance" WELL YOU'RE WRONG

Its a very balanced tank and its price is deceiving. Unless you provide some armor saturation with a second vindicator and two or three rhinos, you're going to see it blow up before it does anything. I can count 6 battle reports off the top of my head where I've seen one vindicator been taken and miss and then blow up or just straight up blow up. Take two and some rhino riding troops or take none at all and put your points elsewhere

"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Extra armor is not worth the points these days.

Some days you just need melta. Plasma is good for a lot of things, and lascannons aren’t bad, but when you need something tough dead, and dead NOW, nothing beats melta.

Most of your long range AT fire is on the razors. Which are very fragile platforms. I’d swap out the plasma cannons for lascannons.

But overall I like your list, looks like fun.

   
Made in us
Long-Range Ultramarine Land Speeder Pilot




Dallas, TX

Thanks for the feedback guys!

Good catch on the Librarian not getting Divination - just an oversight there, but I shouldn't need it, and most of the other powers complement the disembark-and-shoot style of the mobile wing. Also, the Sniper Scouts are a cheap way to get a gun crew for the QuadGun (Sgt with BS4) with a 3+ cover save, and an objective camping long-range squad (HB and 4 snipers). If I bolster a ruin, drop an objective near it, and camp the snipers far enough away from the rest of my firebase with 2+ cover (4+ ruins, bolstered, cloaks), they'll either sit semi-useless and score cheaply, or draw off enemy units to deal with them.

The single Vindicator is really just there to give an AV13 vanguard to the armored column. I've seen it fail spectacularly with scatter, but I've also seen it remove an entire Death Company in the first round. It never fails to draw attention and firepower, though, and I'm counting on just that. Best case scenario, the Razors have a shield to fire over. Worst case, it soaks up enough high-velocity attention to let my troops go unmolested for another turn.

Extra Armor is something I only take on transports - moving is still important, even if they can't shoot. Notice, the Vindicator and Hunter are without EA - if they can't shoot, they're useless anyway, is my thinking.

As far as melta goes, I use the 4x Plasmagun command squad to take advantage of the Apothecary, but switching out the Tac squads to Melta is an option... but doesn't synergize with the 24" reach of everything else. I like my troops fighting other troops, anyway, so volume matters, and I typically only get one volley against a CC enemy.

I am loving the move and fire a rapid fire weapon once at 24" change, though. It's actually made my tactic more viable in 6th. I used to have to roll up and disembark within 12" to shoot at all. I guess that buff somewhat offsets the fact that I can no longer disembark from a vehicle that has not moved yet, move and charge like I used to. Now, I may actually be able to shoot and have a turn to hop back in the transport and roll off before being charged.

I see why everyone says 6th favors shooting over assault now...

Not sure if good, but it's working in my Marine's favor...

This message was edited 1 time. Last update was at 2014/03/18 00:23:07




Ultramarines Second Company - ~4000 points

Dark Eldar WIP - ~800 points

 
   
 
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