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Made in de
Fresh-Faced New User




I had the idea that it might be fun to build two Incursion size armies that would play well against each other, so that when I have a friend over we could play a short match even if he had no army with him.
I chose Orks because that is what I want to play.
As the other army I chose Ultramarines because an army was cheap to come by with starter boxes and I still had some models from when I played as a kid.

I post the list together in one thread because I would like some ideas to improve the lists. While keeping the matches fun and not too lopsided. I am very interested to hear what people think on the lists and how they compare against each other.


Ork army
Spoiler:

+++ New Roster (Warhammer 40,000 9th Edition) [54 PL, 3CP, 1,002pts] +++

++ Battalion Detachment 0CP (Orks) ++

+ Configuration +

Battle Size: 2. Incursion (51-100 Total PL / 501-1000 Points)

Clan Kultur / Specialist Mobs: Goffs

Detachment Command Cost

+ HQ +

Big Mek W/ Kustom Force Field

Warboss: Attack Squig, Brutal but Kunnin, Da Biggest Boss, Da Killa Klaw, Kustom Shoota, Power Klaw, Warlord

+ Troops +

Boyz: Skarboyz, 3x Tankbusta Bombs
. Boss Nob: Big Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa: 29x Choppa, 29x Slugga, 29x Stikkbombs

Boyz: Skarboyz, 3x Tankbusta Bombs
. Boss Nob: Big Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa: 29x Choppa, 29x Slugga, 29x Stikkbombs

Gretchin
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Kommandos: Tankbusta Bombs
. 5x Kommando: 5x Choppa, 5x Slugga, 5x Stikkbombs

Kommandos: Tankbusta Bombs
. 5x Kommando: 5x Choppa, 5x Slugga, 5x Stikkbombs

Meganobz
. Boss Meganob w/ power klaw: Kustom Shoota, Power Klaw
. Meganob w/ power klaw: Kustom Shoota, Power Klaw
. Meganob w/ power klaw: Kustom Shoota, Power Klaw

+ Fast Attack +

DeffKoptas
. DeffKopta: Twin Big Shoota

+ Heavy Support +

Mek Gunz
. Gun: Smasha Gun
. Gun: Smasha Gun


The idea behind the list is that 60 Skarboyz with a KFF would be hard to deal with at 1,000 points.
For Secondaries, with 2 units of Kommandos and a Deffkopter the list is geared towards Engage on all Fronts and Deploy Scramblers.
Deploy Scramblers should be especially easy with 2 units of Kommandos out of deep strike. For the third secondary I kind of need to hope for a good mission secondary.


Ultramarine army
Spoiler:

+++ New Roster (Warhammer 40,000 9th Edition) [49 PL, 4CP, 1,010pts] +++

++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Ultramarines) ++

+ Configuration +

**Chapter Selection**: Ultramarines

Battle Size: 2. Incursion (51-100 Total PL / 501-1000 Points)

Detachment Command Cost

+ Stratagems +

Relics of the Chapter: Number of Extra Relics

+ HQ +

Lieutenants
. Primaris Lieutenant: Bolt pistol, Master-crafted power sword

Primaris Captain: Adept of the Codex, Seal of Oath, Warlord
. Heavy bolt pistol, Master-crafted power sword and Relic shield: Master-crafted power sword, Relic Shield

+ Troops +

Assault Intercessor Squad
. 4x Assault Intercessor: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol
. Assault Intercessor Sgt: Astartes Chainsword, Heavy Bolt Pistol

Intercessor Squad: 2x Astartes Grenade Launcher, Auto Bolt Rifle
. 9x Intercessor: 9x Bolt pistol, 9x Frag & Krak grenades
. Intercessor Sergeant

+ Elites +

Aggressor Squad: 2x Aggressor, Aggressor Sergeant
. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

Primaris Apothecary: Chapter Command: Chief Apothecary, Selfless Healer, Stratagem: Hero of the Chapter, The Vox Espiritum

+ Fast Attack +

Outrider Squad: Outrider Sgt
. 2x Outrider: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle

+ Heavy Support +

Devastator Squad
. Devastator Marine Sergeant: Bolt pistol, Boltgun
. Devastator Marine w/Heavy Weapon: Missile launcher
. Devastator Marine w/Heavy Weapon: Missile launcher
. Devastator Marine w/Heavy Weapon: Plasma cannon
. Devastator Marine w/Heavy Weapon: Heavy bolter


The list is made out of the 9th Edition Starter Box plus the Deathwatch Combat Patrol and a Devastator Squad that I had lying around.
It is centered around a lot of shooting with reroll 1s to hits and wounds. As well as healing and reviving by the Chief Apothecary (reviving an Aggressor or Outrider is especially good, that is why I gave him the 3 extra range with the Vox Espiritum).
I plan to use Rapid Fire on the 10-man intercessor. That gives it 60 attacks with the Auto Bolt Rifles and should be quite a threat.
For secondaries I plan to go for Raise the banners, Grind them down and lastly either Oaths of Moment or Domination (depending on the mission).


So what do you think? How do the lists compare?
I was a bit worried initially that the Ultramarines just shoot the Orks to bits with all the blast weapons, so I did some calculations in Excel and on average Aggressors, Intersessors and Devastators should produce around 33 wounds between them against boys protected by a KFF in a round. But that is when all blast weapons give 6 hits and I use Rapid Fire on the intersessors. I did not account for rerolls, though... Do you think that is a bit too much damage output for the Orks to handle?

Thanks in advance for any help!
   
Made in us
Decrepit Dakkanaut





I think maybe some thought about how they would do in various mission might helped, and what sort of board set-ups might help or hinder them.
   
Made in de
Fresh-Faced New User




Nurglitch wrote:
I think maybe some thought about how they would do in various mission might helped, and what sort of board set-ups might help or hinder them.


mhmmm I hadn't put much thought into the missions I would play, TBH.
I have the foldable gaming boards from the Command edition and the expansion, so a battlefield of 44x30 and around 24 pieces of terrain. For the mission I would probably just throw a die to choose one of the six incursion missions from the rulebook.
   
 
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