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Made in us
Been Around the Block




Hello, I am drafting my first space marines list for 9th edition and would love some constructive criticism or pointers. I have a reasonably sized collection, with some old marine models (both flavors of terminators, some old tanks, lots of scouts, landspeeders, a storm talon) along with Primaris, so I am able to swap some of these models out if people think there are better options (One big one I'm waffling on is I have a relic contemptor with dual twin lascannons and several other forgeworld vehicles, but I'm trying to learn to live without them until the new forgeworld books come out; I don't want to rely on it when we don't know how those rules will shake out yet.) I also have recently acquired the Indomitous set, plus an extra squad of eradicators.

I'm going for a nice mix of infantry and vehicles, so it looks like a cohesive force, but with some power there.

Ultramarines

HQ

Primaris Chapter master with auto bolt rifle and power sword

Primaris LT with auto bolt rifle


Troops

x5 Incursors

x5 Incursors

X5 Intercessors, auto bolt rifles, power fist on sgt

x5 Intercessors, auto bolt rifles, power fist on sgt

x5 Intercessors, auto bolt rifles, sgt w/ chainsword

Elites

x3 agressors, bolter loadout

Redemptor dread, gatling cannon loadout

Fast attack

x3 Inceptors, plasma loadout, master crafted weapon on the sgt for +1 damage

Heavy Support

Repulsor executioner w/ laser destroyer

Repulsor executioner w/ laser destroyer

x3 eradicators


The idea is I put the power fist intercessors in the repulsors, w/ one character in each. On turn one, the characters get out and run next to the tanks to give buffs, and the tanks move half their full movement range towards an objective so they can double shoot the laser cannons still. The Incursors deploy hiding near an objective to be able to move on to it when the time is right (they'll pop smoke if need be, since they are mainly there for taking ground). The other intercessor squad is available to camp a backfield objective if the mission has one. The redemptor deploys where needed to provide support. The eradicators and aggressors stay in strategic reserve, and the inceptors deepstrike to either hit a mid sized armored target (use strat to reroll ones), or, using blast rules, melt a horde unit that is over 10 models and is a threat. I've had the plasma Inceptors do some ludicrous burst damage against juicy targets in the past, so the new points drop on them was appealing to me. I face tyrannids a lot, and hive guard are particularly mean against marines, but plasma Inceptors counter them really well. I also face necrons, and the plasma inceptors do work against destroyer squads. I have the ultramines strat in my back pocket to redeploy the tanks and their contents along with the dread if deployment doesn't look to be in my favor. This lets me deploy aggressively but hedge my bet if I need to.

On turn two, since its Ultramarines, everything will count as stationary, so now my tanks have full range of movement, and can still double shoot the laser cannons and my aggressors can double shoot when arriving off the board edge. On this turn intercessors pile out of the tanks to sit on mid field objectives with the tanks moving up in support and the redemptor doing whatever the situation requires. Plasma inceptors drop in to hit whatever target is best for them. Eradicators and aggressors move in off the flanks to deal with infantry/tanks. If things go well, I will have neutralized a few important targets and then will play it by ear the rest of the game. One strat I save CP for is letting my repulsors shoot the main gun on death, since this gets some extra mileage from them. I can also use the strat to reduce incoming damage on the dread. If I happen to have free CP, I like to use the auto hit strat on the auto bolters if I really need to clear some chaff.

Let me know what you think! Thanks!



   
Made in gb
Fresh-Faced New User





You can always take master of strategy WL trait to give a repulsor the double tap regardless of movement T1,

the mastercrafted weapon on the inceptor Sgt only affects one of his guns doesn't it? As he's counted as having two separate guns, might be worth checking
   
Made in us
Been Around the Block




Good call on master of strategy as an option, could squeeze out some extra mobility turn one if need be.

I didn't think of that on the master crafted weapon strat! Might be a dud on that unit in that case.
   
 
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