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				<title>[Ultramarines]  1750 Tournament Army</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Calgar - 265<br /> Terminator Armor, Teleport homer<br /> <br /> I really like this model and so far in games he has been fantastic.  I primarily use him for the strategic benefit of being able to choose to pass or fail my leadership tests on the table.  He rides in the Redeemer with the other 5 Assault Terminators.<br /> <br /> TROOPS<br /> 10x Marines - 210<br /> Power Fist, Melta, Lascannon<br /> <br /> 1x Razorback - 75<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Lascannon<br /> <br /> In objective based games, combat squad rides in the Razorback w/ <span class="glossaryitem" onmouseover='gp(105);'>PF</span> + Melta<br /> <br /> 10x Marines - 200<br /> Power Fist, Melta, Multi-Melta<br /> <br /> 1x Razorback - 75<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Lascannon<br /> <br /> 5x Scouts - 125<br /> Telion, Sniper Rifles<br /> <br /> I expect a lot of players to suggest cloaks but frankly I see them as a point sink.  I have found Going to Ground + Combat Tactics + <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span> to be much more useful.<br /> Telion is frankly a steal in most games.  I am including a Storm to support them.<br /> <br /> ELITES<br /> 9x Sternguard - 255<br /> Powerfist, 1x Combi- Melta<br /> <br /> 1x Rhino - 35<br /> <br /> All around great unit.  Help a lot with killing Synapse creatures, Monstrous Creatures, Pathfinders, etc.<br /> <br /> 5x Assault Termies - 200<br /> Storm + Thunder hammer<br /> <br /> Can't not have a unit of these guys.  3+ <span class="glossaryitem" onmouseover='gp(162);'>INV</span> is ridiculous<br /> <br /> FAST<br /> Landspeeder Storm - 60<br /> Heavy Flamer<br /> <br /> Transport for objective claiming/ contesting, horde control, Dawn of War Outflank or Turn 1 deployment.<br /> <br /> HEAVY<br /> LandRaider Redeemer - 250<br /> Multi-Melta<br /> <br /> I really like the new variant for assault based units.  Moving 12" and firing the Multi-Melta is nasty.  Units that get too close are toast.<br /> <br /> 1750<br /> 45 models<br /> <br /> Comments? Thoughts?  Criticisms? <br /> I play a lot of other armies but just started this army with the new codex.  I play it fairly defensively, waiting until turns 3+ usually to go for objectives.  I just added the Storm using Theoryhammer.  I previously had 5 more scouts w/ snipers and 1 missile launcher.  I found myself wishing I had a fast vehicle late game to contest, hence the Storm.  Transport, Fast, Skimmer, cheap.  A lot of pluses in my book.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2009 16:27:24]]> GMT</pubDate>
				<author><![CDATA[ paidinfull]]></author>
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				<title>[Ultramarines]  1750 Tournament Army</title>
				<description><![CDATA[ The storm is nice, it also can play havoc with your opponent's deepstrikers if you position it well.<br /> <br /> I generally like the list a lot, but I think I would like to see a few more combiweapons on the Sternguard.  Maybe drop 1-2 Sternguard to get more combis in the unit?  Combimeltas are fantastic against things like opposing Land Raiders, and they can do some decent damage against units like Nob Bikes as well (str8 instantkills a nob, avoiding the wound allocation abuse).<br /> <br /> Do you really find Telion to be that useful?  He seems cool and all, but I think a Missile Launcher is ideal for benefiting from his special rules.<br /> <br /> I would like to see Extra Armor on the Land Raider too, it is nice to keep the cruise ship moving through all those glancing hits (can't move or shoot stops it in its tracks for a turn and whle that is only 1 result on the table, its a shame for a glancing hit to stop your 240+ point tank).<br /> <br /> Are the Lascannon Razorbacks very necessary <span class="glossaryitem" onmouseover='gp(600);'>fo</span> you?  You could save some points by just sticking with the Heavy Bolters.  This mgiht also help you a bit against horde armies, which you look to be light on weapons against right now.<br /> <br /> It looks fairly solid to me.  I'd be a little worried about having less than 30 troops (3 full units) to hold objectives with, but if you can protect what you have well you shouldn't have too many issues.  The Sternguard and Termies + Calgar + Land Raider are also probably scary enough to draw a fair amount of firepower and help your tactical marines live.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2009 17:54:08]]> GMT</pubDate>
				<author><![CDATA[ Caffran9]]></author>
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				<title>[Ultramarines]  1750 Tournament Army</title>
				<description><![CDATA[ I was able to try out the Storm today with a Heavy flamer. I definitely liked having the speeder in the list and the transport ability is quite nice though I'm not sure.<br /> <br /> With the 5 Scouts + 1 Missile launcher I actually only have 8 sternguard and 3 combi meltas much like what you are referring too.  I am going to try the Storm a bit more before I decide.<br /> <br /> Telion can and has been very useful.  If he takes out a single power fist each game I am happy.  Since there is abuse in tournaments I like being able to say "that guy takes a save" helps for picking on the Painboy, Heavy Weapon, Sgt or Exarch.  I never even considered using him with a Missile launcher.  A BS6 Missile Launcher isn't worth the 50pts <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, but the wound allocation is which you don't get with Voice of Experience since he is not making a "shooting attack".<br /> <br /> Ah Extra Armor... the first points I cut.  Not a necessity in this army but you are right it is QUITE nice.  The tank can still fire 1 weapon with out Extra Armor, which is what I usually am firing through the majority of the game.<br /> <br /> The Lascannon Razorbacks are a must.  After playing marines for a little bit I've noticed the Las-<span class="glossaryitem" onmouseover='gp(166);'>Plas</span> is still just as effective in 5th.  You need that high strength.  Plus it is a mobile bunker for a combat squad in Objective based games.  Tactically very effective.  I agree that a 40pt Razorback is a steal but horde armies, like Orks will still run into a round of rapid fire from my Sternguard thinning the ranks considerably before they get there.   The Redeemer is also incredible against anything that comes to it.  Try it some time if you haven't.<br /> <br /> Your comment about 30 troops does make me consider dropping Telion for the Storm... not sure yet.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2009 22:55:38]]> GMT</pubDate>
				<author><![CDATA[ paidinfull]]></author>
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				<title>[Ultramarines]  1750 Tournament Army</title>
				<description><![CDATA[ Well, its more common opinion than anything that 3 full troops units is ideal since they're the units that are going to hold the objectives (essentially, they're your victory condition).  Sometimes you can definitely run less than that though, it depends on your army and how you play with it.  If you're able to protect your troops well then you may not need to run more.  You certainly have strong units throughout your list and if your opponent tries to ignore them then you'll basically table him.<br /> <br /> I really, really like the storm.  I think it is highly underrated and in a tournament setting it can perform 3 tasks that are all very useful (disrupt deep strikes, carry troops unit, if <span class="glossaryitem" onmouseover='gp(330);'>MM</span> equipped hunt a tank, if <span class="glossaryitem" onmouseover='gp(336);'>HF</span> equipped support your units against high model count units).  If you're taking scouts especially, I'd absolutely consider it in the list.<br /> <br /> With Calgar joining the Assault Termies, it may be worth considering changing one or two of the <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> to dual <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>.  This will help you against other units of assault termies and the <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> will give you more attacks with rerolls to wound against normal troop units.  The <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> are going to be superior against Nob Bikes/multiwound T4 models and high T or high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> targets, but the <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> are a bit stronger against normal troops.  If you take 1-2 <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> you can still have the resilience of the Storm Shields in the unit.  Personally, I tihnk I would play 1 <span class="glossaryitem" onmouseover='gp(80);'>LC</span> terminator if I was running Calgar + 5 Assault Termies.  This decision is really going to be largely based on personal preference though, as the unit will be brutally effective pretty much no matter how you run it.]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2009 05:14:40]]> GMT</pubDate>
				<author><![CDATA[ Caffran9]]></author>
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				<title>[Ultramarines]  1750 Tournament Army</title>
				<description><![CDATA[ Some really good points.  I haven't had a problem with losing my troops.  But I haven't played with 1 less unit all that much yet.<br /> <br /> In regards to the Lightning claw, that is definitely a good idea, however, I'm not sure if you are aware of this but, Calgar essentially is equipped with 2 Powerfists and a powersword.  Because of his Titanic Might rule the power sword essentially acts as a lightning claw, reroll to wound. WS6 I5 A4(5)(+1 for charging) not bad.  I haven't tried it yet but it definitely has occurred to me.  I do have the model however to add a Lightning claw into the mix, I love magnets!<br /> <br /> I have however seen calgar plus this unit massacre 2 yes TWO Carnifexes with 5 wounds 2+ and Scything talons.  Calgar suffered 2 wound and both Fexes wuz kilt!<br /> <br /> Now I believe the question is... Telion or 5 scouts?]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2009 18:10:10]]> GMT</pubDate>
				<author><![CDATA[ paidinfull]]></author>
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				<title>[Ultramarines]  1750 Tournament Army</title>
				<description><![CDATA[ I completely forgot about Calgar's power sword, though I would have a hard time not swinging his powerfists around whenever possible.<br /> <br /> Telion or scouts is going to require some playtesting to figure out.  Basically, if you need the extra troop models/unit, then you have to drop Telion for scouts.  If you don't need it, then you can keep Telion.  It is hard to mathhammer something that is almost completely dependent on your opponents army list, how he plays against you and how you play against him (ie you can't find a number to characterize this because it is subject to such qild and unpredictable variation).]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2009 20:50:10]]> GMT</pubDate>
				<author><![CDATA[ Caffran9]]></author>
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				<title>[Ultramarines]  1750 Tournament Army</title>
				<description><![CDATA[ I tried the lightning "sword" today. it paled in comparison, mostly due to bad dice rolls so i doubt i will try it again unless i'm facing T3.<br /> <br /> Using Telion really comes down to 2 things, deployment and opponent.  He needs clear fire lanes and at least 4 rounds of fire.  Nurgle, not very good, mech lists, not very good.<br /> <br /> I still see my sternguard getting wasted along with my Redeemer drawing fire.  <br /> <br /> Thanks for all the awesome input]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2009 06:58:04]]> GMT</pubDate>
				<author><![CDATA[ paidinfull]]></author>
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