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		<title><![CDATA[Latest posts for the thread "[1000] - Ultramarines"]]></title>
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				<title>[1000] - Ultramarines</title>
				<description><![CDATA[ Hi,<br /> So I'm a few small (and I mean SMALL) games in to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> now.<br /> <span class="glossaryitem" onmouseover='gp(211);'>LGS</span> has had us basically playing 2 untis and a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to get used to the game mechanics etc.<br /> So now building up to my first 1000 point list.<br /> I have a few ideas bouncing around and quite a few models now so I have several types of lists I could possibly bring.<br /> I have a list which I have put together which I'm not too sure on, think I prefer my first attempt (see my previous posts) but let me know what you think.<br /> I mainly seem to be coming up against Chaos and Tyranids.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Librarian (ML2) 90pts<br /> <br /> ELITES<br /> Sternguard x5<br /> 3x combi melta<br /> <span class="glossaryitem" onmouseover='gp(458);'>DT</span> Razorback 195 pts<br /> <br /> Assault Termies<br /> 3x lightning claws<br /> 2x <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> 195 pts<br /> <br /> Terminators<br /> 1x assault cannon 195pts<br /> <br /> TROOPS<br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad (10 man)<br /> <span class="glossaryitem" onmouseover='gp(458);'>DT</span> Rhino 190 pts<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad (10 man)<br /> 140 pts<br /> <br /> Comes in at 1000 pts on the nose. My thinking here is to have the Libby jump in the Razorback with the sternguard and blast it upfield with the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad in the rhino. The second <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad can sit on a home objective or combat squad and o for 2 depending on what's needed. I'll be leaving the terminators in reserve at the start and deep striking later. Push forward to 12 inches from advancing enemy units and jump out the transports. Doing this I can enable tactical doctrine that turn and deep strike my terminators. So my opponent eats rapid fire from 15 guys jumping out of transports with a load of rerolls due to tactical doctrine, plus my shooty unit of termies... then they have the option of either charging the terminators (theres now 10 on the table) or charging my <span class="glossaryitem" onmouseover='gp(167);'>tac</span> or sternguard unit (which with tactical doctrine enabled makes overwatch that little more of a threat) and getting counter-charged by the terminators... All the time my libby is casting pychic screach and invisibility (if I can get it).<br /> <br /> Basically advance up the table and have a big mass of bodies in rapd fire range daring my opponent to charge me. If he doesn't next turn I enable assault doctrine and close in myself.<br /> <br /> I have used this trick of waiting til in rapid fire and enabling tactical doctrine while baiting a charge twice now and obliterated enemy units doing it. One tactical squad with 8 bolters in it took out 10 of 14 Chaos Berserkers before they even got into close combat with me in one game.<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Wed, 1 Jun 2016 14:56:53]]> GMT</pubDate>
				<author><![CDATA[ Pr3Mu5]]></author>
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				<title>[1000] - Ultramarines</title>
				<description><![CDATA[ 1st you can't get out of a transport moving 12 inches only 6 and secondly I'm not too sure about the terminators I would replace the shooty terminators with a dual flamer ironclad in a drop pod. typically sternguard with meltas are in drop pods but in a razorback plasma might be more ideal due to range. The assault terminators could stay but I would go for some longer range anti tank either a triple lascannon predator or 4 las cannon <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad]]></description>
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				<pubDate><![CDATA[Wed, 1 Jun 2016 16:05:02]]> GMT</pubDate>
				<author><![CDATA[ Sqauwky]]></author>
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				<title>[1000] - Ultramarines</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/692626/8689974.page"><b>Sqauwky wrote:</b></a><br/>1st you can't get out of a transport moving 12 inches only 6 and secondly I'm not too sure about the terminators I would replace the shooty terminators with a dual flamer ironclad in a drop pod. typically sternguard with meltas are in drop pods but in a razorback plasma might be more ideal due to range. The assault terminators could stay but I would go for some longer range anti tank either a triple lascannon predator or 4 las cannon <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad</div></blockquote><br /> <br /> The point was not to move 12 then disembark but to move to within 12 inches of the enemy unit. So flat out first turn and then next turn move up 6 or less so im 12 inches away from the enemy squad. Therefore I get rapid fire with tactical doctrine activated as well, then the enemy can move up 6 inches to within reasonable charge distance but to charge they then have to charge through overwatch with tactical doctrine still enabled, as it lasts the full turn, not just my turn.<br /> The main thing I was thinking of the shooty terminators for was to give the assault terminators a bit of firepower backup in case I scatter a bit too far away.<br /> I was contemplating putting a full las devastator squad in but I was thinking at 1000 points I could save the points and with all the melta in the sternguard they can act as a very effective anti armour unit if my opponent brings any while still being very effective against infantry having special issue ammunition.]]></description>
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				<pubDate><![CDATA[Fri, 3 Jun 2016 12:13:12]]> GMT</pubDate>
				<author><![CDATA[ Pr3Mu5]]></author>
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