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![[Post New]](/s/i/i.gif) 2016/06/16 07:43:44
Subject: [1850] - Ultramarines - pods
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Ferocious Blood Claw
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Just acquired some droppods and wanted to use them
I have eight.
this is what I have in mind:
+++ Droppods (1850pts) +++
Chapter Tactics [Ultramarines]
+ HQ +
Chaplain Cassius
+ Elites +
Centurion Assault Squad
Centurion [Hurricane Bolter]
Two Siege Drills [Twin-linked Meltagun]
Centurion [Hurricane Bolter]
Two Siege Drills [Twin-linked Meltagun]
Centurion Veteran Sergeant [Hurricane Bolter]
Two Siege Drills [Twin-linked Meltagun]
Command Squad
Drop Pod [Storm Bolter]
Veteran [Bolt Pistol, Plasma Gun]
Veteran [Bolt Pistol, Plasma Gun]
Veteran [Bolt Pistol, Plasma Gun]
Veteran [Bolt Pistol, Plasma Gun]
Veteran [Bolt Pistol, Plasma Gun]
Sternguard Veteran Squad
Drop Pod [Storm Bolter]
Veteran [Combi-melta]
Veteran [Combi-melta]
Veteran [Combi-melta]
Veteran [Combi-melta]
Veteran Sergeant [Combi-melta, Power Fist]
+ Troops +
Tactical Squad [Grav-gun, Multi-melta, 9x Space Marines]
Drop Pod [Storm Bolter]
Space Marine Sergeant [Grav-pistol, Power Fist]
Tactical Squad [Plasma Cannon, Plasma Gun, 9x Space Marines]
Drop Pod [Storm Bolter]
Space Marine Sergeant [Chainsword, Plasma Pistol]
+ Fast Attack +
Assault Squad [2x Flamer, 4x Space Marines]
Drop Pod [Storm Bolter]
Space Marine Sergeant [Bolt Pistol, Power Fist]
Drop Pod [Storm Bolter]
+ Heavy Support +
Contemptor Dreadnoughts
Contemptor Dreadnaught [Multi-melta, Power Fist w/ Combi-Bolter]
Drop Pod [Storm Bolter]
Devastator Squad [4x Grav-cannon and Grav-amp, 4x Space Marines]
Drop Pod [Storm Bolter]
Space Marine Sergeant [Combi-flamer, Lightning Claw]
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![[Post New]](/s/i/i.gif) 2016/06/16 10:51:48
Subject: Re:[1850] - Ultramarines - pods
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Death-Dealing Ultramarine Devastator
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How were you planning on running this list?
ie. tactics, roles etc?
I would say it doesn't seem too bad but having just started using sternguard in a drop pod I'd say try and get 10 guys in there with combi weapons. Depending on what you're up against they can bring a player to his knees
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1st, 2nd & 10th Co. 13000 pts
Order of the Ashen Rose - 650 pts
The Undying - 1800 pts |
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![[Post New]](/s/i/i.gif) 2016/06/16 11:03:05
Subject: Re:[1850] - Ultramarines - pods
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Ferocious Blood Claw
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tactics kinda depend on the opponent, but basically bringing in sternguard, centurions, devastators, and the dread in first turn. and shoot stuff.
I originally wanted a 10 man sternguard squad, but the're very expensive and I wanted more pods more.
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![[Post New]](/s/i/i.gif) 2016/06/16 11:58:05
Subject: Re:[1850] - Ultramarines - pods
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Death-Dealing Ultramarine Devastator
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Also while I'm on the topic of sternguard I'd suggest, if you haven't already built them, magnetise your sternguard. I cannot stress enough how the ability to be flexible with them is important. at least magnetise combi-melta and combi-flamers.
I'm not saying list tailor but you never know if in 6 months your going to see a shift between hordes to armour or visa versa.
I say this from the perspective of someone who has returned to playing after 4 years gaming followed by a 12 year hiatus. When I played previously, the meta would shift very rapidly when new rules/codexes dropped.
At the moment my opponents tend to be chaos, tyrannids and guard so my list has a 10 man unit with heavy flamers and 4 combi flamers, 4 combi meltas.
As ultramarines I use them in a very specific way in terms of combat squading out the pod and threatening multiple units. Either take out 2 vehicles or fry a horde or two if I can get close enough. However I try to use them turn 2. Reason being. In that time I try as get as many marines (specifically tacticals) on the board and in rapid fire range as possible. Slap on tactical doctrine for a load of rerolls with the sternguard rerolling ones and if I have first turn my tactical doctrine also extends into the opponents turn meaning that overwatch when they try and assault becomes very dangerous. The sternguard are so killy, if not that tough, that they really have to try and take them off the table and if they try and do that in assault my opponent invariably pays a heavy price for it.
Just something to think about in terms of a use for sternguard that has worked for me.
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1st, 2nd & 10th Co. 13000 pts
Order of the Ashen Rose - 650 pts
The Undying - 1800 pts |
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![[Post New]](/s/i/i.gif) 2016/06/16 12:11:16
Subject: [1850] - Ultramarines - pods
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The Marine Standing Behind Marneus Calgar
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You have a lot of points spent on gear. It might also be worth re-working our list into a battle demi-co.
Cassius is fine. The only reason I might swap him out would be for a capheractii terminator captain to give you Dev’s S&P
You don’t see assault cents very often, but they should work OK-ish. Not as good as shooting ones. If you are looking to up the kill power of you list, this would be a place to start.
If you are going to keep the command squad with plasma, I might swap one gunner out for an apothecary. But I would personally give them meltaguns and run the sternguard naked (with a HF or two to taste).
In general your sarges are way over equipped. You’d get more milage out of another guy in the squad then a fist you might live to use. Getting these guys up to full size should be a priority. Even if you keep the melta here, once you hit 10 you can combat squad out of the pod.
Your tac squads could use a bit of work. For the first one, you can afford the grav cannon to pair with the grav gun, if you pulled all the kit off the sarge. Give the sarge a matching combi. These are shooting squads, not melee. I’d avoid PCs on tac squads in pods. They are the one heavy you can’t snap fire. Grav or even a HB is going to be your best pairing with plasma. And you’ll get more use out of a combi plas then the pistol. The special pistols are comically overpriced. The one perk they do have (the ability to pair for an extra attack) you are not even leveraging well.
I know power fists are iconic and cool and all, but are you an Ultramarine or a son of Dorn? ;P Sorry, but I’m a firm believer in “boys before toys” and spending that many points on a 1W guy with no invuln grates. Rather then spend the 25 points on the fist, I’d take the veteran upgrade and a power weapon. Sword/maul if solo, axe if a character is going to be in the squad to soak challenges. Basic guys should not expect to live to swing at I1.
Dread is fine. I might try for the assault cannon thing, but the melta works.
For the points you are spending on the GC devs, could you buy more cents? Also, the sarge might be nice for a charge deterent, but shooting 5 PA guys off the table is not hard. Plus, with how expensive the guns are, the sarge should be on point to die first. Keep him naked. I’d rather have more bodies to soak wounds then a tricked out sarge.
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