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		<title><![CDATA[Latest posts for the thread "1850 Point Ultramarine Army"]]></title>
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				<title>1850 Point Ultramarine Army</title>
				<description><![CDATA[ Ok so i used to play third edition rules and have come back to gaming recently. After a few unsuccessful games due to being unfamiliar with flyers how does this list look? Will mostly be fighting chaos with at least one heldrake being fielded and a greater demon <span class="glossaryitem" onmouseover='gp(56);'>hq</span>. <br /> <br /> Current thoughts are to drop <span class="glossaryitem" onmouseover='gp(56);'>hq</span> & command into middle of enemy horde near enough to enemy <span class="glossaryitem" onmouseover='gp(56);'>hq</span> to have a pop, advance termies & dread with 2 tacticals up field to contest objectives, 1 staying back to hold own, land speeders to troubleshoot, and devastators to knock the birdie out the sky, hoping for a few 6's in 12 heavy bolter shots + stormraven with techmarine in when it arrives to clean up any flyers left. <br /> <br /> <font color='orange'><span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:</font><br /> <br /> Captain 190<br /> <span class="glossaryitem" onmouseover='gp(221);'>SS</span> / <span class="glossaryitem" onmouseover='gp(805);'>AA</span> / Burning blade / digital weapons<br /> <br /> Command Squad 260<br /> apothacry<br /> power sword & plasma pistol<br /> lightning claw & bolt pistol<br /> lightnig claw & plasma pistol<br /> power fist & combi melta<br /> drop pod<br /> <br /> techmarine 50<br /> <br /> <font color='orange'>Troops:</font><br /> <br /> 10 Tactical Marines 185<br /> plasma pistol serg, plasma gun, missile launcher<br /> <br /> 10 Tactical Marines 160<br /> flamer, missile launcher<br /> <br /> 10 Tactical Marines 190<br /> power sword & plasma pistol serg, flamer, missile launcher<br /> <br /> <font color='orange'>Elites:</font><br /> <br /> Terminator Squad 210<br /> flamer<br /> (ideally this will turn into a <span class="glossaryitem" onmouseover='gp(19);'>cc</span> term squad once i can afford one)<br /> <br /> Dreadnaught 135<br /> missile launcher & <span class="glossaryitem" onmouseover='gp(126);'>TL</span> las cannon<br /> <br /> <font color='orange'>Fast Attack:</font><br /> <br /> Land Speeder 50<br /> flamer<br /> <br /> Land Speeder 80<br /> Heavy Bolter & Assault Cannon<br /> <br /> <font color='orange'>Heavy Support:</font><br /> <br /> 5 Devastator Marines 110<br /> 4 x Heavy Bolters<br /> <br /> Stormraven 230<br /> multimelta, assault cannon, stormstrike & Hurricane bolters]]></description>
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				<pubDate><![CDATA[Fri, 3 Jan 2014 16:45:31]]> GMT</pubDate>
				<author><![CDATA[ ultratime]]></author>
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				<title>1850 Point Ultramarine Army</title>
				<description><![CDATA[ OK, I am not a marine player (I have picked the spiky ones myself) but I can offer a few pointers:<br /> <br /> 1. I think there is too many points in your command squad, especially as they all die like 14pt marines (except the commander). 6th edition is more geared towards shooting and expensive assault units like this are toast unless they have bikes, jump packs or an assault vehicle. The drop pod is none of these things.<br /> <br /> 2. I don't think you need the plasma pistol sergeant in the missile/plasma squad. Unless you plan to combat squad them, it likely won't ever be fired.<br /> <br /> 3. I would personally take a cyclone or assault cannon on the shooty terminators instead of the heavy flamer. Make the most of their guns.<br /> <br /> 4. If you are including the devastators mainly to kill heldrakes, change their weapons loadout. Heavy bolters won't even glance a heldrake unless you get lucky rear shots (<span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 vs av12 - the best an <span class="glossaryitem" onmouseover='gp(51);'>HB</span> can get is 11). I would recommend lascannons or missile launchers (maybe with flakk if the drakes cause that many problems for you).<br /> <br /> Sorry for ripping your list apart, but that is my 2 pence worth! Hope it helps.]]></description>
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				<pubDate><![CDATA[Fri, 3 Jan 2014 16:55:09]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>Re:1850 Point Ultramarine Army</title>
				<description><![CDATA[ thanks for the advice that's kinda exactly what i am after as am very very unfamiliar with the new rules and way the mechanics work. <br /> <br /> i will have a rethink on the list. As a general overview your point 2 & 3 i can easily incorporate. On the heavy bolters front i do tend to like a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad of heavy bolters in a building/ in cover for mowing down advancing troops, i was under the impression that a hit from any weapon on a flying monstrous creature will cause it to take a grounded test and if grounded it can be shot at with other units at normal <span class="glossaryitem" onmouseover='gp(14);'>BS</span>? 12/6 = 2, 2/3 = 66% chance of grounding the beast, raising to 72% if the serg's bolter is in range. <br /> <br /> i too was thinking the command squad was a little overkill for the squishiness of the unit and i take on board that the drop pod is probably rather ineffective for this list, what would be the best way to spend those ~260 spare points? ]]></description>
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				<pubDate><![CDATA[Fri, 3 Jan 2014 17:28:02]]> GMT</pubDate>
				<author><![CDATA[ ultratime]]></author>
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				<title>Re:1850 Point Ultramarine Army</title>
				<description><![CDATA[ I would rework the list put a librarian with the comand squad and give them all grav guns in a drop pod no other upgrades,<br /> <br /> Then add a chapter master deepstriking with the terminators, put a teleport homer on one of the fast attack]]></description>
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				<pubDate><![CDATA[Fri, 3 Jan 2014 18:20:13]]> GMT</pubDate>
				<author><![CDATA[ Rupertrampton]]></author>
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