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Made in ca
Fresh-Faced New User




Hey everyone, so I recently posted a 1000 point list on here but it appears that the game I have coming up this Saturday is actually a 1500 point game. So instead of revising the old post I figured I would make a whole new one. I took the advice for the 1000 points list and expanded on it. On a bit of a sidenote this list comprises most of the SM models I own, I've got some old terminators I could rebase, some other HQ choices, another tactical squad but no rhino, some heavy weapon marines and some more scouts, otherwise it uses most of what I have.

So here it is:

HQ

Captain-175 Points
Artificer Armour
Thunderhammer
Storm Shield
Bike

Librarian- 90 Points
ML 2
Force Sword

Elites

Dreadnought-145 Points (Deep Striking)
Multimelta
Power Fist
Heavy Flamer
Droppod

Terminator Squad-200 Points (Deep Striking)
4 Terminators
1 Terminator Sergeant
1 Assault cannon
1 Chain Fist

Troops

Bike Squad A (Captain joins them)- 99 Points
3 Bikers
1 Bike Sergeant
2 Flamers
1 Melta Bomb

Bike Squad B- 108 Points
2 Space Marine Bikers
1 Biker Sergeant
1 Attack Bike
1 Heavy Bolter
1 Flamer

Scout Squad- 155 Points
7 Scouts
1 Telion
Camo Cloaks
1 Heavy Bolter
6 Sniper Rifles

Tactical Squad-176 Points (Librarian joins them)
8 Space Marines
1 Space Marine Sergeant
1 Flamer
Rhino with dozer Blade

Fast Attack

Assault Squad-100 Points (Deep Striking)
4 Assault Marines
1 Assault Sergeant
1 Melta Bombs
2 Flamers
Jump Packs

1 Land Speeder-50 Points
2 Heavy Bolters

1 Landspeeder- 50 Points
2 Heavy Bolters

Heavy Support

Devestator Squad-155 Points
4 Devastator Marines
1 Devastator Sergeant
4 Lascannons
1 Armourium Cherub

So that's it, it has been awhile since I have played so fingers crossed all goes well. I do have a few questions

1) I picked ultramarines because this list seems pretty diverse and they seem like a catch all for tactics. But if there is maybe a different chapter that would work better with this list I would love to hear it.

2) I don't have much experience with formations, I don't think I qualify for any formations with this list? I have enough models for the 10th company scout squad but it seems like a pretty big investment for something I haven't really tried before. But if some reworking with the limited resources I have would allow for a useful formation I'd love to know.

I think that's it for the time being. Any advice or critiques are more then welcome and thanks in advance to anyone that replies
   
Made in gb
Land Raider Pilot on Cruise Control




UK

I like that you have a lot of units in for the points limit, but for me I would want to see more ranged AT and some means of taking on heavy infantry outside of melee. I've added my thoughts on each of your units in the quote.

Spoiler:
AidenPearce wrote:
Hey everyone, so I recently posted a 1000 point list on here but it appears that the game I have coming up this Saturday is actually a 1500 point game. So instead of revising the old post I figured I would make a whole new one. I took the advice for the 1000 points list and expanded on it. On a bit of a sidenote this list comprises most of the SM models I own, I've got some old terminators I could rebase, some other HQ choices, another tactical squad but no rhino, some heavy weapon marines and some more scouts, otherwise it uses most of what I have.

So here it is:

HQ

Captain-175 Points
Artificer Armour
Thunderhammer
Storm Shield
Bike
Decent choice - consider swapping to shield eternal and/or chapter master to directly improve performance. A teleport homer would help the terminators.

Librarian- 90 Points
ML 2
Force Sword
As your only caster, don't expect miracles. If he's running with the tactical squad I wouldn't expect much more than helping to clear objectives, so would probably drop to level 1. Auspexs are always nice to take on utility characters and psychic shriek would help with your lack of low ap shooting.

Elites

Dreadnought-145 Points (Deep Striking)
Multimelta
Power Fist
Heavy Flamer
Droppod
Good - maybe stick a beacon on the pod to help your other reserves out.

Terminator Squad-200 Points (Deep Striking)
4 Terminators
1 Terminator Sergeant
1 Assault cannon
1 Chain Fist
Terminators are not the best, but the load out is about optimal and the assault cannon fills in the middle ground between all your anti horde and lack of AT shooting.

Troops

Bike Squad A (Captain joins them)- 99 Points
3 Bikers
1 Bike Sergeant
2 Flamers
1 Melta Bomb
Don't like... Flamers like hordes and thunder hammers like bigger targets. Swap to grav guns so that the squad complements the HQ (concussive makes anti MC melee a reality).

Bike Squad B- 108 Points
2 Space Marine Bikers
1 Biker Sergeant
1 Attack Bike
1 Heavy Bolter
1 Flamer
You have multiple other platforms carrying bolters and flamers, you could be carrying 4 melta weapons here instead.

Scout Squad- 155 Points
7 Scouts
1 Telion
Camo Cloaks
1 Heavy Bolter
6 Sniper Rifles
Don't think I would bother with Telion on top of your other 2 HQs (can you even do this in a CAD?), especially when you don't have emplaced weapons or a scout missile launcher to use his high BS. Decent unit though to sit on an objective at a safe distance.

Tactical Squad-176 Points (Librarian joins them)
8 Space Marines
1 Space Marine Sergeant
1 Flamer
Rhino with dozer Blade
Good unit to challenge an objective, sergeant would benefit from a combi flamer. The rhino is your only tank/transport so unless the speeders play aggressively it might not get very far.

Fast Attack

Assault Squad-100 Points (Deep Striking)
4 Assault Marines
1 Assault Sergeant
1 Melta Bombs
2 Flamers
Jump Packs
Doubt I would deep strike these as they wont really do much on arrival and are not durable enough to stand still for a turn. Jumping along behind the bikes or rhino could work, and could help clear objectives with flamers, or be a speed bump to protect your more valuable bikes from unwanted charges.

1 Land Speeder-50 Points
2 Heavy Bolters

1 Landspeeder- 50 Points
2 Heavy Bolters
I like speeders but it's more anti horde shooting that could be packing either missiles to be threatening at range or meltas to sneak around for side armour shots.

Heavy Support

Devestator Squad-155 Points
4 Devastator Marines
1 Devastator Sergeant
4 Lascannons
1 Armourium Cherub
Good - only long range AT. If you are struggling for points would drop the cherub. Worth noting that these guys might get left behind by all your more mobile units - so could get taken down quite easily by enemy deep strikes.

So that's it, it has been awhile since I have played so fingers crossed all goes well. I do have a few questions

1) I picked ultramarines because this list seems pretty diverse and they seem like a catch all for tactics. But if there is maybe a different chapter that would work better with this list I would love to hear it.
Ultramarines are always a good choice when you have a mix of units. You have a lot of flamers so Salamanders could work for you, or whitescars could help with hit and run to keep you mobile.

2) I don't have much experience with formations, I don't think I qualify for any formations with this list? I have enough models for the 10th company scout squad but it seems like a pretty big investment for something I haven't really tried before. But if some reworking with the limited resources I have would allow for a useful formation I'd love to know.

I think that's it for the time being. Any advice or critiques are more then welcome and thanks in advance to anyone that replies
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

ummm unless i'm completely wrong about this and then I apologise, a Captain on a bike (in 7th Ed) NO LONGER MAKES BIKES TROOPS.

Not even Kor'sarro Khan does now. He just makes them have Scout rule.

you just need to put your landspeeders into one unit and put your bikes into one unit as Fast Attack and list is legal again.

Sorry if there's been an FAQ i'm not aware about on Captains and Bikes
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Corennus wrote:
ummm unless i'm completely wrong about this and then I apologise, a Captain on a bike (in 7th Ed) NO LONGER MAKES BIKES TROOPS.

Not even Kor'sarro Khan does now. He just makes them have Scout rule.

you just need to put your landspeeders into one unit and put your bikes into one unit as Fast Attack and list is legal again.

Sorry if there's been an FAQ i'm not aware about on Captains and Bikes


You are wrong (sorry). Any HQ makes bike squads (of any size) troops. They moved the rule from the Captain’s entry to the Bike’s, which is why you might have missed it.

On the list:

Points allowing, you might want to upgrade the captain to a chapter master. And get the lib a bike to join him.

I think your bikes would be better off with melta/grav guns. Melta needs the speed, grav needs the relentless. Stuff that needs to be hit with flamers can probably be dealt with by the bike’s bolters, but all of the nasty stuff on today’s battlefield needs something better to take down, and bikes are great place to put those guns.

Talion is no longer an upgrade for a scout squad, but his own HQ pick. You already have 2 HQs, so I’d drop him.

If the lib moves out of the tac squad, they could be bumped up to a full 10 man squad. Some nice perks there (plus it’s what the Codex tells us to field)

In general I’m not a fan of DS’ing assault troops. If you want to do some precision drop work with the flamers, getting some locator beacons in the list can be viable. But I’d advance them behind a rhino/cover and then spring out to attack. If you have spare points, getting the sarge a vet upgrade and a power weapon can be nice.

Not a huge fan of 2xHB speeders. Mostly because for a few points more you can have TML/HB speeders, which are far more flexible in the targets they can take down. If you want to mangle light troops, those 100 points might be better spent on a TFC.

Devs are fine.

Ultramarines are a good catch-all CT for general use. You are using bikes prominantly, so White Scars is also a good pick. IF and IH are also good generalist choices. Overall I think your list is very light on anti-tank fire. Unless your local meta is very horde-centric, I’d drop some of it to get some bigger guns into your list.

No easy to use formations leap out at me. I’m sure you could re-jigger things to use some, but it would take a bit of work. A CAD should serve you reasonably well. Once you get some more games under your belt, then you can look at changing things up.

Best of luck, and good hunting.

   
Made in ca
Fresh-Faced New User




So here is the final list for the game on Saturday

HQ
Captain-175 Points
Artificer Armour
Thunderhammer
Storm Shield
Bike

Librarian- 90 Points
ML 2
Force Sword

Elites
Dreadnought-145 Points (Deep Striking)
Multimelta
Power Fist
Heavy Flamer
Droppod

Terminator Squad-200 Points (Deep Striking)
4 Terminators
1 Terminator Sergeant
1 Assault cannon
1 Chain Fist

Troops
Bike Squad A (Captain joins them)- 119 Points
3 Bikers
1 Bike Sergeant
2 Gravguns
1 Melta Bomb

Bike Squad B- 118 Points
2 Space Marine Bikers
1 Biker Sergeant
1 Attack Bike
1 Multimelta
1 Flamer

Scout Squad- 105 Points
7 Scouts
Camo Cloaks
1 Heavy Bolter
6 Sniper Rifles

Tactical Squad-176 Points (Librarian joins them)
8 Space Marines
1 Space Marine Sergeant
1 Flamer
Rhino with dozer Blade

Fast Attack
Assault Squad-100 Points (Deep Striking)
4 Assault Marines
1 Assault Sergeant
1 Melta Bombs
2 Flamers
Jump Packs

1 Land Speeder-70 Points
2 Multimeltas

1 Landspeeder- 50 Points
2 Heavy Bolters

Heavy Support
Devastator Squad-155 Points
4 Devastator Marines
1 Devastator Sergeant
4 Lascannons
1 Armourium Cherub


This gives me a fair amount of mobile anti tank weapons, plenty to deal with hordes, some snipers, some decent mid strength shots. With the Ultramarines tactics and having one of each unit that gains the greater benefit of each doctrine should be nice.

Any last minute changes would be great to hear Thanks in advance to anyone that replies and everyone that has already.
   
 
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