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2018/02/19 04:37:57
Subject: [1500] - Ultramarines: Looking for advice on army strategy/direction
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Fresh-Faced New User
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Just starting the hobby, I entered into an escalation league at my local game store (starts at 500 pts and goes up 500 every two weeks). We have one more week of 1500 points and then two weeks of 2000 points. Up until now I've just been 'tacking on' units I thought seemed competitive based on independent research. It's starting to get a little overwhelming now that the options are starting to open up.
I'm looking for some direction on where to go with this list from here. My initial intent was to be more of a 'shooty' army, but with close range versatility (melta-guns, captains w/ power swords). I've been wanting to try out assassins, but I'm beginning to wonder if I have too many squishy bodies and not enough aggressive vehicles. In a way, the list has sort of taken a life of it's own and I want to try to wrangle in a strategy before it's too late.
Any thoughts?
++ Super-Heavy Auxiliary Detachment (Imperium - Space Marines) [18 PL, 385pts] ++
+ Lord of War +
Roboute Guilliman [18 PL, 385pts]
++ Battalion Detachment +3CP (Imperium - Space Marines) [58 PL, 1114pts] ++
+ HQ +
Captain in Terminator Armor [7 PL, 106pts]: Power sword, Storm bolter, The Santic Halo
Primaris Captain [6 PL, 96pts]: Master-crafted stalker bolt rifle, Power sword
+ Troops +
Scout Squad [6 PL, 90pts]: 5x Camo cloak
. Scout Sergeant: Bolt pistol, Sniper rifle
. 4x Scout w/Sniper Rifle: 4x Sniper rifle
Tactical Squad [9 PL, 191pts]
. 7x Space Marine
. Space Marine Sergeant: Bolt pistol, Combi-melta
. Space Marine w/Heavy Weapon: Missile launcher
. Space Marine w/Special Weapon: Meltagun
Tactical Squad [9 PL, 183pts]
. 7x Space Marine
. Space Marine Sergeant: Bolt pistol, Combi-plasma
. Space Marine w/Heavy Weapon: Missile launcher
. Space Marine w/Special Weapon: Plasma gun
+ Dedicated Transport +
Razorback [5 PL, 122pts]: Hunter-killer missile, Storm bolter, Twin assault cannon
+ Heavy Support +
Devastator Squad [8 PL, 172pts]: Armorium Cherub
. Space Marine Sergeant: Chainsword, Storm bolter
. Space Marine w/Heavy Weapon: Lascannon
. Space Marine w/Heavy Weapon: Lascannon
. Space Marine w/Heavy Weapon: Missile launcher
. Space Marine w/Heavy Weapon: Missile launcher
+ Elites +
Venerable Dreadnought [8 PL, 154pts]: Assault cannon
. Dreadnought combat weapon w/Storm Bolter: Storm bolter
++ Total: [76 PL, 1499pts] ++
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This message was edited 1 time. Last update was at 2018/02/19 04:39:29
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2018/02/19 07:49:01
Subject: Re:[1500] - Ultramarines: Looking for advice on army strategy/direction
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Dakka Veteran
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Stop using that over powered primarch for one. Then go from there
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2018/02/19 08:48:15
Subject: Re:[1500] - Ultramarines: Looking for advice on army strategy/direction
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Swift Swooping Hawk
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warpedpig wrote:Stop using that over powered primarch for one. Then go from there
This isn't very helpful. Gulliman isn't that ridiculous in the first place, and it's an escalation league which I think means you have to keep the same list that is presented.
Anywho, I'd think about adding on a lieutenant to go around with gulliman for re-rolls to hit and re-roll 1's to wound. It seems like you have two strategies going on with you have two strategies going on in the list: a mobile shooty army with counter-assault elements or a gunline type list with some mobile shooting elements. For the mobile shooting army I'd bring 2 more dreadnoughts and have gulliman and the lieutenant walk around with them. For the gunline type list I'd bring 2 predators one with lascannon sponsons and one with heavy bolter sponsons.
In either case I think bringing 1 or 2 rhinos to protect your tac squads is pretty necessary. If you have any extra points after the rhinos and dreads/preds you could get something that deep strikes like an assault squad or some terminators to cover objectives further up the field and take fire away from your main shooting force.
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Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
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2018/02/19 10:58:31
Subject: Re:[1500] - Ultramarines: Looking for advice on army strategy/direction
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Steadfast Ultramarine Sergeant
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I think the two Captains have their major merit overlap with Guilliman. Better consider some other HQ.
Also I think that bringing a single Dread in army without other vehicles saturation is asking to get focused by lascannon / Bright lances, etc.. It might be better to drop it unless you take at least two more "powerful" vehicles for good target saturation. For the points spared if you dropped it. I suggest taking a squad of Vanguard Veterans, they are good mobil assault units and can threaten enemy backline by DS, make them think twice when trying to throw everything on your Guilliman gunline.
So, generally speaking, if you have the sufficient models, I would recommend the following changes:
1. Switch the Dread with Vanguard Veterans, I think 152pts is sufficient for a squad of 5 with JP, couple Thurnder Hammer or some more other power weapons and a few Storm shields.
2. Change the Terminator Captain and Primaris Captain with a Jumppack Captain (to save some points, and keep up with the Vanguard after the Deepstrike), and a Librarian (not just to cast power, but also help you to protect your units against those smite spam or other psychic mortal wounds).
Hope that help
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This message was edited 1 time. Last update was at 2018/02/19 10:59:24
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2018/02/19 19:56:01
Subject: Re:[1500] - Ultramarines: Looking for advice on army strategy/direction
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Stalwart Ultramarine Tactical Marine
North
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Increase the size of your devastator squad if you can. More ablative bodies help keep that unit going.
As well if you can get an Ancient in there that will help you at least get off a few shots with them. Standard of eth emperor ascendant makes it way better but I see why you are using the other relic.
You might want to add a scout squad or two. I normally field three to create a deepstrike/infiltration bubble. a common tactic for marines.
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2018/02/20 02:22:15
Subject: [1500] - Ultramarines: Looking for advice on army strategy/direction
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Regular Dakkanaut
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You have some points tied up in places where you dont need them/ are not efficient. Split your tactical squads into 5 man teams, drop the missile launchers. that -1 to hit for heavies gets really annoying.
Split the Devastator squad into two, adding the 2 missile launchers= 1 squad with 1x lascannon and 2x missile launcher, Sergeant with boltgun, and just add a regular marine with boltgun to fill the squad up to 5. That gives you 2 "ablative" wounds for each devastator squad.
I have the sniper scouts as well, but i am loosing faith in them, they havent killed a character in 3 games... and thats with the captain and lieutenant bubbles. for the 90 points you could have an additional 5 man tactical squad with special weapon. If they have been working for you, keep them.
I am going to second Helvost, invest in 2 rhinos. if you do the above changes, then your points shouldn't have changed much. you can fit 2x 5 man squads in a rhino, and you can use them to absorb overwatch, or tie up units that you dont want to shoot at you.
GET 2 LIEUTENANTS!!! Seriously, get them. keep one with G-man in the mobile gun fortress and 1 with your devastators.
Unless you are planning using terminators, drop the terminator captain.
If you still have points available, i like the redemptor dreadnought with heavy and regular onslaught gatling cannons, thats 18 shots BS 3 S 5 AP -1. now add the rerolls from your characters and you are slaughtering hordes at 24"
If your group allows Forge World, Relic Contemptor dreadnoughts. cyclone missile launcher, and a huge variety or ranged and close combat weapons, BS 2, 2+ armor save, 5+ invul save, 6+ ancients ignore wounds. and that at 12 wounds.
you should be able to fit both of those dreads and stay under 2000. i didnt do the math, so i cant guarantee it.
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2018/02/20 02:46:52
Subject: Re:[1500] - Ultramarines: Looking for advice on army strategy/direction
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Stalwart Ultramarine Tactical Marine
North
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Curious as to why a few people are suggesting Guilliman be accompanied by an Lt. Seems a bit redundant.
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2018/02/20 03:15:55
Subject: [1500] - Ultramarines: Looking for advice on army strategy/direction
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Regular Dakkanaut
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you are correct... I was wrong, my bad. I thought gman only let you reroll failed hits not wounds.
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2018/02/20 05:07:33
Subject: Re:[1500] - Ultramarines: Looking for advice on army strategy/direction
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Fresh-Faced New User
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Thank you all for the input. I've updated my list with some of your recommendations in mind for 2000 points.
Looking at this list, it seems like the general strategy is to have mobile space marines via Rhinos, bubble protection via snipers, and I'll be pushing forward with RG and the dreadnoughts. Does this sound correct? The only thing I'm questioning is the two sniper squads. Like Dwro1234 said, I haven't had much luck with them lately, and I don't know if my strategy includes much staying in the background requiring the protection bubble - the army's looking more mobile now. Perhaps replace each scout squad with an additional one of each existing tactic squad? I could be wrong. Thoughts?
++ Super-Heavy Auxiliary Detachment (Imperium - Space Marines) [18 PL, 385pts] ++
+ Lord of War +
Roboute Guilliman [18 PL, 385pts]
++ Battalion Detachment +3CP (Imperium - Space Marines) [89 PL, 1612pts] ++
+ HQ +
Captain [6 PL, 95pts]: Chainsword, Jump Pack, Storm bolter
Librarian [6 PL, 96pts]: Boltgun, Force stave
+ Troops +
Scout Squad [6 PL, 90pts]: 5x Camo cloak
. Scout Sergeant: Bolt pistol, Sniper rifle
. 4x Scout w/Sniper Rifle: 4x Sniper rifle
Scout Squad [6 PL, 90pts]: 5x Camo cloak
. Scout Sergeant: Bolt pistol, Sniper rifle
. 4x Scout w/Sniper Rifle: 4x Sniper rifle
Tactical Squad [5 PL, 101pts]
. 3x Space Marine
. Space Marine Sergeant: Bolt pistol, Combi-melta
. Space Marine w/Special Weapon: Meltagun
Tactical Squad [5 PL, 93pts]
. 3x Space Marine
. Space Marine Sergeant: Bolt pistol, Combi-plasma
. Space Marine w/Special Weapon: Plasma gun
+ Dedicated Transport +
Razorback [5 PL, 116pts]: Storm bolter, Twin assault cannon
Rhino [4 PL, 72pts]: Storm bolter
Rhino [4 PL, 72pts]: Storm bolter
+ Heavy Support +
Devastator Squad [8 PL, 140pts]
. Space Marine
. Space Marine Sergeant: Bolt pistol, Boltgun
. Space Marine w/Heavy Weapon: Lascannon
. Space Marine w/Heavy Weapon: Missile launcher
. Space Marine w/Heavy Weapon: Missile launcher
Devastator Squad [8 PL, 140pts]
. Space Marine
. Space Marine Sergeant: Bolt pistol, Boltgun
. Space Marine w/Heavy Weapon: Lascannon
. Space Marine w/Heavy Weapon: Missile launcher
. Space Marine w/Heavy Weapon: Missile launcher
+ Elites +
Redemptor Dreadnought [10 PL, 200pts]: 2x Fragstorm Grenade Launchers, Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon
Vanguard Veteran Squad [8 PL, 153pts]: Jump Pack
. Space Marine Veteran: Storm shield, Thunder hammer
. Space Marine Veteran: Storm shield, Thunder hammer
. Space Marine Veteran: Storm shield, Thunder hammer
. Space Marine Veteran: 2x Chainsword
. Veteran Sergeant: 2x Chainsword
Venerable Dreadnought [8 PL, 154pts]: Assault cannon
. Dreadnought combat weapon w/Storm Bolter: Storm bolter
++ Total: [107 PL, 1997pts] ++
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2018/02/20 12:48:45
Subject: [1500] - Ultramarines: Looking for advice on army strategy/direction
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Regular Dakkanaut
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I played around with the points a bit, if you drop the 2 sniper squads for 180 points you can get the following:
1x space marine squad, 4x boltgun, bolt pistol, chainsword, tonfullfill the 3x troop requirement
1x lieutenant with bolt pistol and chainsword. Keep him and your captain with the devastator squads for rerolls
Company veterans, 1x sergeant and 2x veterans, each with bolt pistol and chainsword. If you keep them within 3" of gman they can absorb wounds for him at a 2+. Essentially 3 extra wounds for him.
With the extra Hq you can take your elites and make a vanguard detachment for an extra CP.
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2018/02/20 15:08:10
Subject: Re:[1500] - Ultramarines: Looking for advice on army strategy/direction
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Stalwart Ultramarine Tactical Marine
North
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Justin,
I'm not sure what the meta is in your group.
I’ve taken to using scouts bare bones with bolters and normally one squad with a missile launcher and one squad with a heavy bolter (To be able to take advantage of hellfire and flakk missile strategems). The scout aren’t to snipe anything. They hold backfield objectives but more importantly they help control the board for the first couple of turns. They can push back infiltrators given how they deploy before most infiltrators and they keep deepstrikers away from you valuable support units.
They’ve saved me from howling banshee shenanigans, turn one assaults against my devastators or vehicles, from chaos terminator deepstriking combi-plasma strikes.
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2018/02/20 15:51:02
Subject: [1500] - Ultramarines: Looking for advice on army strategy/direction
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Boosting Black Templar Biker
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Try some hellblasters near Roboute either the assault or rapid fire kind. That will give you some longer ranged fire power against heavily armoured infantry and lighter vehicles and can even threaten heavier vehicles if you supercharge them. Which if you're within 12" of the Primarch isn't as dangerous as it could be with the re roll
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2018/02/20 21:05:57
Subject: [1500] - Ultramarines: Looking for advice on army strategy/direction
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Longtime Dakkanaut
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Personally I find sniper scouts can work but your realy counting on the mortal wounds which is painful for the enemy when you grt them as its but camo cloaks I don't rate for their points, but don't discout the benifit of the additional board control scouts deployment rules can get you
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