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![[Post New]](/s/i/i.gif) 2017/01/01 01:24:06
Subject: [1850] - Ultra marines - Gladius strike force (first SM list)
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Fresh-Faced New User
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Demi battle squad 1
Chaplin w/ powerfist 115
Tac squad
10 men
Plasma gun
Veteran W/chainsword
Rhino 165
Tac squad
10 men
Meltagun
Veteran w/chainsword
Rhino 165
Tac squad
10men
Melta
Veteran w/chainsword
Rhino 165
Assault squad
5 men
Flamer
Veteran w/ meltabombs
Drop pod 105
Devastator squad
5 men
Heavy bolter
Lascannon X2
Veteran
Drop pod 130
Demi battle squad 2
Captain Sicarius 175
Tac squad
10 men
Grav gun
Veteran w/ chainsword
Rhino
Tac squad
10men
Veteran w/chainsword
Grav gun
Drop pod
Tac squad
10 men
Veteran w/ chainsword
Flamer
Drop pod
Land speeder squad
X3 speeders
Heavy bolters (on all three)
Multimelta on one
Heavy bolter on one (one speeder has two)
Heavy flamer on one 160
10th company task force
Scout squad
5 men
5 camo cloaks
5 snipers 70
Scout squad
5 men
5 snipers
5 camo cloaks 70
Scout squad
5 shotguns 55
This is my first space marine list so all constructive criticism and help is always appreciated ^_^ Automatically Appended Next Post: I used to play imperial guard in 6th edition so maybe my squads are too big and barren? Not very sure >_< Automatically Appended Next Post: Ultra marines gladius strike force 1850
Captain sicarius 175
Command squad (5men)
Standard of the emperor ascendant
Veteran w/power weapon & shield (company champion)
Veteran with plasma gun 180
Tac squad (5men)
Veteran w/melta bombs & chainsword
SM w/meltagun
Drop pod w/ locator 105
Tac squad (5 men)
Veteran/w melta bombs & power weapon
SM w/ plasma gun
Rhino 105
Tac squad (5 men)
Veteran w/ melta bombs and chain sword
SM w/ grav gun
Drop pod w/ locator
Assault squad ( 5 men)
Jump packs
SM w/ flamer
Veteran w/combat shield & melta bombs 110
Devastator squad (5 men)
Veteran w/ re roll ability
SM w/ lascannon
SM w/ Heavy bolter
Drop pod locator
Venerable dreadnought
Twin linked auto cannon
Extra armor
Drop pod w/ locator 150
10th company task force
Scout squad (5men)
Camo cloaks
Sniper rifle x5
Veteran w/ melta bombs 85
Scout squad (5men)
Camo cloaks
Sniper rifle x5
Veteran w/ melta bombs 85
Scout squad (5men)
Camo cloaks
Shotgun x5
Veteran w/ melta bombs 80
Chaplain
Terminator armor
Lighting claw
Combi-flamer 135
Tac squad (5 men)
Veteran w/ melta bombs & chainsword
SM w/ multimelta
Rhino 95
Tac squad (5 men)
Veteran w/ melta bombs & chainsword
SM w/ missile launcher
Rhino 100
Tac squad (5 men)
Veteran w/ melta bombs and chain sword
SM w/ flamer
Drop pod w/ locator 100
Devastator squad
Veteran w/ re roll ability
SM w/ lascannon
SM w/ missile launcher
Rhino 120
Changed it up some seems more flexible this way
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This message was edited 3 times. Last update was at 2017/01/01 05:12:28
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![[Post New]](/s/i/i.gif) 2017/01/02 04:58:22
Subject: [1850] - Ultra marines - Gladius strike force (first SM list)
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Fresh-Faced New User
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Ultramarines 1850 pt list
Gladius strike force
Captain sicarius 175pts
Command squad
Veteran w/ company standard
Company champion w/ power weapon & combat shield
Veterans w/bolt and chainsword 120pts
Tactical squad
10 men
SM w/ plasma gun
Veteran sergeant w/combi flamer
Rhino 210pts
Tactical squad
10 men
SM w/ melta gun
Veteran sergeant w/ combi melta & melta bombs
Drop pod w/ locator 225 pts
Tactical squad
10 men
SM/ flamer
Veteran sergeant w/ combi grav
Rhino 200pts
Assault squad (5 men)
Jump packs
Veteran sergeant w/eviscerator 120pts
Devastator Squad
10men
Aromorium cherub
Veteran sergeant w/combi melta
SM w/ missile launcher x2
SM/ lascannon x2
Drop pod w/ locator 280 pts
Dreadnaught
Twin linked auto cannon
Twin linked multi melta 115pts
Armored task force
Techmarine
Servo harness
X3 servitor 115 pts
Predator
Twin linked lascannon
Heavy bolter sponsons 120pts
Predator
Heavy bolter sponsons 95pts
Whirlwind
Hunterkiller missile 75 pts
Changed it up again
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![[Post New]](/s/i/i.gif) 2017/01/02 14:18:49
Subject: [1850] - Ultra marines - Gladius strike force (first SM list)
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The Marine Standing Behind Marneus Calgar
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Sicarius isn’t bad on paper. Not actually managed to work him into a list yet myself.
As much as I enjoy flying the colors into battle, the standards don’t do a lot for their points. Apothecaries however do, you should almost always include him in a command squad. I might try to get a SS into the squad, just to keep between them and plasma, and sticking some source of AP2 would not be out of line. A vet with an axe would be good. Footslogging? They are an assault unit, while I’m not telling you to get a LR, they need some help getting downfield.
In general I avoid vet sarges in tac squads. With ATSKNF failing the Ld check in CC isn’t that bad, and the extra attack is often not going to swing any combat they are in. I think you should match the combis on the sarges to the squad’s specials. I’m also a strong advocate for the heavy in full 10 man squads, but that’s my old school Ultramarine talking. I can understand leaving them at home these days.
I’d not bother with the locator beacons. Pods are generally fine on their own, and you don’t want to DS the assault marines. Advance them behind the rhinos, and then jump out to support them. The flamers are worth the points, get a pair of them. A little risky putting the evicserator on the sarge. I’m not a fam of unwieldy weapons on 1W models. Giving it to the vet sarge does give you a lot more attacks with it, but he can be singled out. If there was a HQ in the squad to soak challenges, it might be worth it.
There are times to pod in your devs, but not that gear. That’s a find a ruins and bunker down load. Want a pod? load up with MMs or GCs. And stick a captain with capheracti TDA in with them. I’d drop the combi from the sarge. If you want to give him one, a c-grav would be better. I’ve never been a huge fan of the bullet sponges in the squad, but they have their place.
There is no TLMM option for the dread. I’m loath to take the fist off them these days. 4A is pretty nice. As you are not pod adverse, I’d stick him in one. Find points to make him venerable, and give him one of the close in guns (MM or TLAsC) fist with the HF. Drop him someplace nasty and watch the fireworks.
I’d rather have the tech on a bike then with servitors. Sure the walking wrenches give you bonuses to the roll, but you need to be in contact with the tank to fix it. I’ll take the mobility.
Auto/Las in my pred of choice these days, although the full LC one is worth the points if you can find them. The problem with the TLLC/HB pread is that the guns don’t want to be shooting at the same targets. Lots of waste, no synergy. While the Dakka auto/HB pred has a lot more in common, it’s a lot of points for some light fire. I’d rather have another WW. Speaking of which, I’d not bother with the HK on the WW. It should be dropping pie plates of missiles on light troops; there are better units to try to take out tanks.
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![[Post New]](/s/i/i.gif) 2017/01/02 14:35:08
Subject: [1850] - Ultra marines - Gladius strike force (first SM list)
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Fresh-Faced New User
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Thank you for your insight, I shall I through humans save some points add some dedicated transports upgrade the dreadnaught and drop the whirlwind possible take another predator in place of it. Other then your other great suggestions (I really appreciate the insight) take another special weapon with the tac squads and synergize the combis? Would you suggest taking a chaplain or captain then in replace of sicarius?
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![[Post New]](/s/i/i.gif) 2017/01/02 14:48:40
Subject: [1850] - Ultra marines - Gladius strike force (first SM list)
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The Marine Standing Behind Marneus Calgar
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One of Sicariis’s problems is that he’s a guy on foot. So where do you stick him? Foot based choppy squads can be hard to get to battle. You either have to spend a turn twisting in the wind after disembarking before you can charge, or pay out the nose for a Land Raider. Neither is a particularly attractive option. Careful placement and support can make drop pods work, same with rhinos/razors. LRs can get the job done if you are lucky. But they are a rock in a game of rock/paper/scissors, and there is a lot of paper out there. When picking a HQ for when I field a demi-co, I normally look to my assault choice. They’ve got the speed to get into combat, and can back him up if needed. If points are tight, I’ll go with a bare-bones chaplain. No upgrades but a bike/JP to match the squad. If I’ve got more points to spend, I’ll invest in a captain. You can either go more offensive or defensive, depending on your mood. I like my JP captain a little more on the blender side, with a TH/LC combo. On a bike I tend to be more conservative with the points, giving him either the ToT or a fist. AA is a must on any captain.
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This message was edited 1 time. Last update was at 2017/01/02 14:57:51
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![[Post New]](/s/i/i.gif) 2017/01/02 14:55:25
Subject: Re:[1850] - Ultra marines - Gladius strike force (first SM list)
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Fresh-Faced New User
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Looks like a captain it shall be! I shall post an updated list much later today, thank you for all of your tips and insight and it shall be reposted for review .
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![[Post New]](/s/i/i.gif) 2017/01/02 15:13:38
Subject: Re:[1850] - Ultra marines - Gladius strike force (first SM list)
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Junior Officer with Laspistol
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In general, you're better off taking 5-man tactical squads. You can save the excess points for other units. They are not damage dealers. They're objective holders, with minor fire support role.
Ultramarines benefit minimally from being in a Gladius. You already have a trio of Tactical Doctrines to use. The doctrines are most valuable while you have more models on the board. By the 4th and 5th turns, you have much less on the board, and by the 6th and 7th turn you're lucky to be boosting much of anything with those extra doctrine uses.
Most of the Chapters already have "offensive" bonuses, like Ultras, Salamanders, Imperial Fists... already getting re-rolls to hit. Since you can't stack re-rolls, the bonuses don't help each other.
Chapters like White Scars and Iron Hands have defensive bonuses. So they benefit fully from the offensive upgrades that access to the Doctrines provide. You could look at it as getting two bonuses per turn, instead of one. A Gladius essentially gives you 4 Doctrine uses, so Ultras get very little from the extra uses, while Iron Hands can reap better damage while taking less in return. Hypothetically.
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![[Post New]](/s/i/i.gif) 2017/01/02 15:22:41
Subject: Re:[1850] - Ultra marines - Gladius strike force (first SM list)
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The Marine Standing Behind Marneus Calgar
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greatbigtree wrote:In general, you're better off taking 5-man tactical squads. You can save the excess points for other units. They are not damage dealers. They're objective holders, with minor fire support role.
Ultramarines benefit minimally from being in a Gladius. You already have a trio of Tactical Doctrines to use. The doctrines are most valuable while you have more models on the board. By the 4th and 5th turns, you have much less on the board, and by the 6th and 7th turn you're lucky to be boosting much of anything with those extra doctrine uses.
Most of the Chapters already have "offensive" bonuses, like Ultras, Salamanders, Imperial Fists... already getting re-rolls to hit. Since you can't stack re-rolls, the bonuses don't help each other.
Chapters like White Scars and Iron Hands have defensive bonuses. So they benefit fully from the offensive upgrades that access to the Doctrines provide. You could look at it as getting two bonuses per turn, instead of one. A Gladius essentially gives you 4 Doctrine uses, so Ultras get very little from the extra uses, while Iron Hands can reap better damage while taking less in return. Hypothetically.
But not all doctrines are equal. You can get a lot of milage out of spamming the tac doctrine for as long as you can, and the others for clean up. I get you point that it would be nice to be able to stack CTs, but don’t sell multiple copies of doctrines short.
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![[Post New]](/s/i/i.gif) 2017/01/02 15:27:17
Subject: [1850] - Ultra marines - Gladius strike force (first SM list)
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Fresh-Faced New User
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orginally I wanted to try to have two Demi battle groups to get the free transports but that didn't turn out to well. Worried about the survivablty of the five man squads but I also wanted the extra tactical doctrines
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![[Post New]](/s/i/i.gif) 2017/01/02 16:11:08
Subject: [1850] - Ultra marines - Gladius strike force (first SM list)
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The Marine Standing Behind Marneus Calgar
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Palladournecros wrote:orginally I wanted to try to have two Demi battle groups to get the free transports but that didn't turn out to well. Worried about the survivablty of the five man squads but I also wanted the extra tactical doctrines
The full company list is sound. Yes, the 5 man squads are going to die in droves, but you have so many of them you should have boots on all the objectives at the end of the game. I’m not a huge fan of it personally. If I wanted to plat a “I’ve got more bodies then you have bullets” list, I’d be playing guard.
But it plays to the mission very well.
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![[Post New]](/s/i/i.gif) 2017/01/02 16:37:05
Subject: Re:[1850] - Ultra marines - Gladius strike force (first SM list)
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Fresh-Faced New User
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And I am trying to avoid the guard like list. I will try the three ten men squads maybe take a heavy in there all depends on points. Will do that when I get off work here
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