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![[Post New]](/s/i/i.gif) 2017/01/03 06:26:13
Subject: [850] - Ultramarines
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Fresh-Faced New User
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Kill team went great tonight but no one is ready to work on a 1850 point list so need to make an 850.
Here is what I came up with open to suggestions I feel like I have to much heavy in here.
CAD
HQ
Captain
Artificer armor
Power sword 125 pts
Troop 1
Tac squad (5 men)
Sergeant w/combi plasma
SM w/ plasma gun 95 pts
Troop 2
Tac squad (5 men)
Sergeant w/combi melta
SM w/ melta gun 90 pts
Fast attack 1
Assault squad (5men)
Flamer
Sergeant w/ combat shield 80 pts
Fast attack 2
Razorback 55 pts
(Captain and assault squad)
Heavy 1
Devastator squad (5men)
SM w/ missile launcher x2
Sergeant w/ combi grav
SM w/ lascannon 130 pts
Heavy 2
Predator
Twin linked autocannons 75pts
Heavy 3
Whirlwind 65 pts
Elite
Dreadnaught
Multimelta
Powerfist with storm bolter
Drop pod 135pts
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![[Post New]](/s/i/i.gif) 2017/01/03 12:12:07
Subject: [850] - Ultramarines
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The Marine Standing Behind Marneus Calgar
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I might drop the pred to free up some points. While I like them in general, I’d not take them basic. 75 points for a non-TL autocannon is not a decent investment. Alternatively, drop the WW and spend some of those points on LC sponsons.
Things that could use some of those points:
Jump packs for the AM, captain
Another flamer for the assault squad, vet and power weapon for the sarge.
Upgrade the razor’s guns, buy another one.
Alternatively, boost a tac squad to a full 10 men, rhino/pod
Another LC in the dev squad
HF for dread
Some other things you could cut:
Combat shield on the AM sarge. If I have 5 points to spare, I’d get a melta bomb. That said they look cool, and I’ve blown 5 points on looks before.
C-grav on the dev sarge. I tried that for a while. It’s still on my official shelf deployment for my company. Never shot it. Those points could be invested better elsewhere.
One other thing to consider is taking the razor as a DT, rather then loose. If you take is as a DT for a troop, it gains ObSec. Which can be nice to have. Of course, then you couldn’t start the assaults in it, one reason I’d recommend JPs for them
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![[Post New]](/s/i/i.gif) 2017/01/03 14:11:42
Subject: Re:[850] - Ultramarines
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Fresh-Faced New User
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I'm with Palla- a naked Preadator isn't going to do the work you need it to do. What to do with the extra points depends mainly on what the meta is where you play, though I'd recommend either rhinos for the tax marines, jump packs for your assault marines- unless you have jump packs, a rhino, or a drop pod for assault marines they're going to die every time before they can get where you want them to- or some sort of ranged support, Scouts maybe, though I haven't had the best luck with them,.
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![[Post New]](/s/i/i.gif) 2017/01/03 16:40:24
Subject: Re:[850] - Ultramarines
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Fresh-Faced New User
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Didn't have the points for the razorback but had two rhinos instead
850 UM list
CAD
HQ
Captain
Artificer armor
Power sword
Jump pack 140pts
Troop 1
Tac squad (10 men)
Sergeant w/combi plasma
SM w/ plasma gun
Rhino 200pts
Troop 2
Tac squad (5 men)
Sergeant w/combi melta
SM w/ melta gun
Rhino 115pts
Fast attack 1
Assault squad (5men)
Flamer
Veteran W/power sword
Jump packs 115pts
Heavy 1
Devastator squad (5men)
SM w/ missile launcher
SM W/multi melta
SM w/ lascannon x2 135pts
Elite
Dreadnaught
Multimelta
Powerfist with heavy flamer
Drop pod 145 pts
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![[Post New]](/s/i/i.gif) 2017/01/03 17:06:59
Subject: [850] - Ultramarines
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Clousseau
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Can I ask why you'd go with a 10-man TAC without a heavy, a 5-man TAC, and a devastator squad?
If you went with 2x 10man TAC squads, you could take 2 lascannons (or meltas). Yeah you lose the missile launcher and the multi-melta, but is that such a big deal? And your lascannons/meltas would be protected.
In the end it would save a few points and you'd have 2 stronger TAC squads.
The multi-melta in a devastator squad seems questionable to me, since the range of your missiles and lascannons are all twice as long. Will you really move that squad within 24" of anything requiring a melta?
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This message was edited 2 times. Last update was at 2017/01/03 17:07:42
Galas wrote:I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you 
Bharring wrote:He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic. |
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![[Post New]](/s/i/i.gif) 2017/01/03 17:29:11
Subject: [850] - Ultramarines
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Fresh-Faced New User
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CAD
HQ
Captain
Artificer armor
Power sword
Jump pack 140pts
Troop 1
Tac squad (10 men)
Sergeant w/combi plasma
SM w/ plasma gun
SM w/ lascannon
Rhino
X2 storm bolters 225pts
Troop 2
Tac squad (10men
Sergeant w/combi melta
SM w/ melta gun
SM w lascannon
Rhino
X2 storm bolters 220pts
Fast attack 1
Assault squad (5men)
Flamer x2
Veteran W/power sword
Jump packs 120pts
Elite
Dreadnaught
Multimelta
Powerfist with heavy flamer
Drop pod 145 pts
Like that then?
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![[Post New]](/s/i/i.gif) 2017/01/03 17:33:08
Subject: [850] - Ultramarines
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The Marine Standing Behind Marneus Calgar
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Unless you are pulling some relentless/S&P tricks for your dev squads, MM are much better off in tac squads. You want all the guns in your dev squad to work together. Same basic range, same general target selection. So you don’t want to mix MMs and LCs (they want to shoot at the same thing, but at different ranges) and HBs and LCs (Same-ish range, never want to shoot the same thing.)
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![[Post New]](/s/i/i.gif) 2017/01/03 18:03:49
Subject: [850] - Ultramarines
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Fresh-Faced New User
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So dropping the dev squad for bigger tac squads and taking las cannons in them a better choice at this point value?
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![[Post New]](/s/i/i.gif) 2017/01/03 18:27:29
Subject: [850] - Ultramarines
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The Marine Standing Behind Marneus Calgar
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I’d go full melta on one, but other then that I like it!
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![[Post New]](/s/i/i.gif) 2017/01/03 18:42:01
Subject: [850] - Ultramarines
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Fresh-Faced New User
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That leave me with 10 points to mess with excellent
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