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		<title><![CDATA[Latest posts for the thread "1500 pts Ultramarines Tournament list"]]></title>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ Looking at running an Ultramarine list for an upcoming tourney wondering what you all think of the list below. Combat squad marines hide scouts in bolster cover on objective.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Tigurius<br /> <br /> Elite<br /> 5 Sternguard - 3 combi melta - Drop pod<br /> <br /> Troops<br /> 10 tacticals -Plasma, missile Launcher - Rhino<br /> 10 Tacticals - Melta, missile Launcher - Rhino<br /> 5 Sniper Scouts<br /> <br /> Fast Attack<br /> StormTalon - Skyhammer<br /> <br /> Heavy Support<br /> StormRaven<br /> Thunderfire Cannon<br /> 3 <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Centurions - 3 Grav, omniscope<br /> <br /> Thanks for your input]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 17:52:21]]> GMT</pubDate>
				<author><![CDATA[ skycapt44]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ Looks good.]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 18:26:28]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ Is there not a cheaper suicide melta option than sternguard in a pod? at the very least for similar points you may be able to get more melta shots a multiple targets with deep striking <span class="glossaryitem" onmouseover='gp(330);'>MM</span> land speeders. It's the same concept, but you have a jink save and you only need to get within 12" for the melta effect.]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 18:35:18]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ef2c07eeee43c33f794e9a4399a556a1.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/574963/6461781.page"><b>The Shrike wrote:</b></a><br/>Is there not a cheaper suicide melta option than sternguard in a pod? at the very least for similar points you may be able to get more melta shots a multiple targets with deep striking <span class="glossaryitem" onmouseover='gp(330);'>MM</span> land speeders. It's the same concept, but you have a jink save and you only need to get within 12" for the melta effect.</div></blockquote><br /> <br /> But they're unreliable as they MAY come in on T2, but possibly not until much later when they're useless.<br /> <br /> The Podding sternguard are in on T1, guaranteed.<br /> <br /> It's a choice between guaranteed arrival when you need it most and a crap-shoot.]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 18:37:56]]> GMT</pubDate>
				<author><![CDATA[ Rorschach9]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ I agree with that assessment, but I think you need to find 20 points to get 5 then. 3 melta shots does not a guaranteed dead land raider make...]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 18:39:40]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ I'd suggest dropping the <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'s from the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads to pick up another couple Combi Meltas for the stern.  ]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 18:41:36]]> GMT</pubDate>
				<author><![CDATA[ Rorschach9]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ All great suggestions so far. The sternguard MUST do something so I agree the more combimelta the better. Not sold on the Land Speeder idea just yet for the exact reason I will have my sternguard turn one. That means if I am first serpents aren't getting their jink etc. Plus they cannot be ignored and will more than likely draw more fire than a paper thin Land Speeder. They can deploy into terrain hopefully for a 5+ cover.<br /> <br /> Plus the Ultramarines love sternguard as I will be rerolling 1's for combat doctrine<br /> <br /> If I dropped the Centurions what would you suggest fielding. I currently don't own the models so I'd like options]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 18:46:21]]> GMT</pubDate>
				<author><![CDATA[ skycapt44]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ I like the <span class="glossaryitem" onmouseover='gp(215);'>SG</span>, but again, they need 5 combis. I'd give my assent to dropping a <span class="glossaryitem" onmouseover='gp(328);'>ML</span>.]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 18:47:45]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ 3 c-meltas I think is a good balance between points and getting a kill.  You should get 2 hits, both should pen, and one of those should blow it up.  Yah, that’s a lot of “should”s, but if the dice are against you, no amount of redundancy is going to help.  If you are going to hand out more combis, I’d give the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads ones to match their specials.<br /> <br /> I would not take the <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> away from the tacs.  sometimes you need an extra S8 shot winging across the table.  Without heavies on the tacs, all your <span class="glossaryitem" onmouseover='gp(9);'>AV</span> fire is on/in flyers, close range, or the sternguard.<br /> <br /> I’m not a big fan of 5 man suicide sternguard, but understand why you have them.  I’d rather have a full 10 man squad, but you are not going to get that unless you bump up the points or cut other vital units.]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 20:15:22]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Re:1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ Drop the stern guard, put 5 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad with melta and combi melta in drop pod , ultra chapter tactics give rerolls]]></description>
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				<pubDate><![CDATA[Thu, 23 Jan 2014 12:19:38]]> GMT</pubDate>
				<author><![CDATA[ Rupertrampton]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ Interesting idea, what do I do with those extra points?]]></description>
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				<pubDate><![CDATA[Thu, 23 Jan 2014 15:35:41]]> GMT</pubDate>
				<author><![CDATA[ skycapt44]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ What's the empty storm raven for?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Tell me those <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Centurians have missile launchers as well yes?]]></description>
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				<pubDate><![CDATA[Thu, 23 Jan 2014 15:51:45]]> GMT</pubDate>
				<author><![CDATA[ blackjack]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ Stormravens, in my opinion, should almost always be empty as if they get shot down you are putting too many eggs in one basket. Especially at 1500pts. Naw I didn't have the points for missile cents unfortunately.]]></description>
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				<pubDate><![CDATA[Thu, 23 Jan 2014 17:10:53]]> GMT</pubDate>
				<author><![CDATA[ skycapt44]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ I agree with the above... unless you are putting Mephiston in one.]]></description>
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				<pubDate><![CDATA[Thu, 23 Jan 2014 17:50:04]]> GMT</pubDate>
				<author><![CDATA[ Glorywarrior]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/574963/6468727.page"><b>skycapt44 wrote:</b></a><br/>Stormravens, in my opinion, should almost always be empty as if they get shot down you are putting too many eggs in one basket. Especially at 1500pts. Naw I didn't have the points for missile cents unfortunately.</div></blockquote><br /> <br /> Stormraven rule, (strike/death?) from the skies rule.<br /> <br /> If the Stormraven has moved more than 6', the guys can jump out. Roll for scatter, and if you do, take a dangerous terrain test. So there's literally no extra risk, throwing say.. centurions out, than if the thing was empty.]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 17:25:34]]> GMT</pubDate>
				<author><![CDATA[ Tigurius]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ Deleted]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 21:21:09]]> GMT</pubDate>
				<author><![CDATA[ skycapt44]]></author>
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				<title>1500 pts Ultramarines Tournament list</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/7aecae692883cfc2c870f02d67dc9e34.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/574963/6472348.page"><b>smithy12262 wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/574963/6468727.page"><b>skycapt44 wrote:</b></a><br/>Stormravens, in my opinion, should almost always be empty as if they get shot down you are putting too many eggs in one basket. Especially at 1500pts. Naw I didn't have the points for missile cents unfortunately.</div></blockquote><br /> <br /> Stormraven rule, (strike/death?) from the skies rule.<br /> <br /> If the Stormraven has moved more than 6', the guys can jump out. Roll for scatter, and if you do, take a dangerous terrain test. So there's literally no extra risk, throwing say.. centurions out, than if the thing was empty.</div></blockquote><br /> <br /> While you can jump out of the raven and shoot stuff, and there are times you will want to, there are other problems with that stratagy.  The big one is that with a third of your army hinging on one reserve roll, the rest of your forces are going to be facing an uphill battle.  Shooting units in reserve are not as bad as assault units, but most of the time I'd want them on the table putting fire downrange turn one.]]></description>
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				<pubDate><![CDATA[Sat, 25 Jan 2014 16:24:26]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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