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				<title>[2000] - ultramarines</title>
				<description><![CDATA[ hi all i would like ur opinions on a list ive put together before i go and get the models to see if it worksor not.<br /> <br /> first going with the 1st company task force<br /> vanguard vet squad with jump packs<br /> terminator assult squad with 3 thunder hammer 2 claws<br /> terminator squad with assult canno <br /> <br /> 10th company task force <br /> scout bike squad locator beacon and cluster mines<br /> scout squad with camo cloaks and sniper rifels<br /> scout squad with camo cloaks and sniper rifels<br /> sgt telion<br /> <br /> battle demi company<br /> captain with artificer armour and relic blade<br /> comand squad with champion, apothecary and drop pod<br /> 3 tactical squad heavy bolters grav gun tele port homer<br /> assult squad with jump packs 2 flamers and eviscerator <br /> devastator squad with missile launchers <br /> and a venerable dread with missile launcher and lascannon <br /> <br /> all crictics welcome been a while since i made a list as ive been out <span class="glossaryitem" onmouseover='gp(600);'>fo</span> it for a while and cant quite get round all the new rules ha ha  ]]></description>
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				<pubDate><![CDATA[Sun, 25 Sep 2016 12:07:26]]> GMT</pubDate>
				<author><![CDATA[ kermit84]]></author>
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				<title>[2000] - ultramarines</title>
				<description><![CDATA[ Overall, the structure of your list looks fine.  You should do OK in casual play.  If you want to be more competitive, you might want to look into a full company list and spam free transports.  But that’s not for everyone.<br /> <br /> Any toys for the <span class="glossaryitem" onmouseover='gp(671);'>VVs</span>?  Not saying you need to kit the fully out, but it’s hard to say no to 5 point power weapons.<br /> <br /> I’m not a fan of DSing assault troops, but like the claws mixed in.  Keep the shields towards the foes, and be careful where you drop.<br /> <br /> Might want to add a chainfist to the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> temis, otherwise I like them.<br /> <br /> As an option, sternguard are very good.  A pod of them is the cornerstone of my 1st co TF.  Something to consider.<br /> <br /> I think the <span class="glossaryitem" onmouseover='gp(516);'>AGLs</span> on the bikes are worth the points.<br /> Scout snipers are good objective campers.<br /> What’s Talion bringing to the table?  I generally view him as a budget <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> for low point games.  Not that he’s  bad guy, but even within your 10th company TF, I’d rather those points be spent on a <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> and swap out one squad of snipers for a unit to go forth and grab objectives.<br /> <br /> The captain is not a bad generalist build.  Nothing earth shaking though.  The command squad is another guy with a power weapon and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> for a handful of guys.  You want to get your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and have him murderize things?  You’ve got a squad of <span class="glossaryitem" onmouseover='gp(671);'>VVs</span> to back him up.  I’d also consider taking a chaplain instead.  You are not giving your captain the tools to take on the really nasty stuff, so I think you might be better off with the force multiplication of the chaplain.  You have two good squads to stick him in.<br /> <br /> If you do want to run a command squad, I think special weapon delivery is where it’s at.  If you want <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, you need to hand out more gear.  And frankly, with the <span class="glossaryitem" onmouseover='gp(671);'>VVs</span>, they can do it better.  In a lower point game where you can’t include a 1st co TF, they might work as an assault unit, but you have better options here.  I would replace them with either sternguard or honor guard.<br /> <br /> Transports for the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads?  You probably want combis for the sarges as well.  I’d prefer to see a more diverse gear loadout.  Like a full melta squad, a full grav squad, and maybe a generalist one for the 3rd.<br /> <br /> I personally find the eviscerator a bit pricy to put on a 1A model, but it will cave stuff open.  If you can find the points, getting a vet sarge with a power weapon would be nice.  Or at least a meltabomb.<br /> <br /> 4xLC is my <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad of choice these days, but <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> are an acceptable option.<br /> <br /> Since dreads wen’t to 4A, I’m loath to pull the fist off them.  That said, he should bring some needed firepower to your list.<br /> <br /> Overall you are very light on anti armor firepower.  The only non-<span class="glossaryitem" onmouseover='gp(19);'>CC</span> options are the <span class="glossaryitem" onmouseover='gp(29);'>devs</span> and dread.  You do have a few short ranged/<span class="glossaryitem" onmouseover='gp(19);'>CC</span> picks, but those take time to get where they need to be, and some start in reserve.]]></description>
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				<pubDate><![CDATA[Sun, 25 Sep 2016 12:59:53]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[2000] - ultramarines</title>
				<description><![CDATA[ got ya some very good advice there ill have a sort out, some of the points you made brought me to the attention that i dont actually need certain units in the formations (me not reading the book properly) sgt telion and command squad that should save me some money too ha ha. thank you for ur help<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> right here we go new revised list<br /> <br /> vet van guard squad with jump packs, 4 power axes, 2 melta bombs<br /> terminator assult squad with 3 thunder hammers, 2 lightning claws<br /> terminator squad with assult cannon and chain fist<br /> <br /> chapter master with jump pack, artificer armour and power axe<br /> assult squad with jump packs, 2 flamers 1 eviscerator, vet sgt with power axe and combat shield<br /> tactical squad 1 with grav cannon, grav gun and combie grav plus rhino<br /> tactical squad 2 with multi melta, melta gun and combie melta plus rhino<br /> tactical squad 3 with heavy bolter, plasma gun and combie plasma plus rhino<br /> devastator squad with 4 missile launcher <br /> <br /> scout bike squad with locator beacon, cluster mines and <span class="glossaryitem" onmouseover='gp(516);'>AGL</span><br /> scout squad with sniper rifels, camo cloaks and missile launcher<br /> land speeder storm with assult cannon<br /> scout squad with heavy bolter<br /> <br /> comes up at 1999 ]]></description>
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				<pubDate><![CDATA[Sun, 25 Sep 2016 15:52:35]]> GMT</pubDate>
				<author><![CDATA[ kermit84]]></author>
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				<title>[2000] - ultramarines</title>
				<description><![CDATA[ So just to clarify, you're running a Gladius with a Battle Demi-Company, a 10th Company Task Force and a 1st Company Task Force. Right?<br /> <br /> I think the thing about playing at a 2k pts level is that the formations offer you a bunch of really incredible bonuses, and this layout I don't think takes real advantage of those. 10th Co for example gets Concealment, but your scouts can already find cover with their Infiltrate & Scout rules, and I doubt they'll do too much with their 1 round of Precision Shots. Your Vanguard Vets get some buffs, but that won't help them if they Deep Strike on the Scout Biker beacon and have to spend a turn getting shot. The Terminator Assault Squad has a similar issue, and once they <span class="glossaryitem" onmouseover='gp(471);'>DS</span> they'll be pretty immobile unless your enemy has a very static battle line. <br /> <br /> Instead, you could put two Scout Squads and the Vanguards into a Shadowstrike Kill Team, allowing them to come on from Reserves exactly when you want, AND letting them Assault on the same turn they <span class="glossaryitem" onmouseover='gp(471);'>DS</span>, AND they won't scatter if you land them between the two Scout Squads.<br /> <br /> The thing with using Formations like this from the Angels of Death supplement is you won't be able to take a Gladius, but since you're not using the Company Support rule (that allows you to get free transports for taking two Demi-Companies), all you're really getting is the ability to use the 3 Doctrines. I personally don't think this is worth it with only 1 <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> and 1 Assault squad, since your Tacticals will get the use of 1 Tactical Doctrine anyway from the Battle Demi-Co. <br /> <br /> At 2k points I would worry that your list has a lack of grav-weapons (only 3 in the list), a lack of anti-air (your only option is flak missiles) and a lack of anti-tank (only 5 missile launchers, 3 meltas and some power/chainfists.) Some things you might want to consider are a Mortis Dreadnought of some kind (Forgeworld rules), a dedicated Bike Squad or Centurion Squad with Grav (Relentless is really key for this weapon), and some kind of extra anti-tank support, whether that's a Sternguard squad with meltas in a Drop Pod, a Predator, more Devastators, Multi-Melta Landspeeders, etc. etc.]]></description>
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				<pubDate><![CDATA[Mon, 26 Sep 2016 17:12:50]]> GMT</pubDate>
				<author><![CDATA[ Inquisitor Alcyon]]></author>
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				<title>Re:[2000] - ultramarines</title>
				<description><![CDATA[ i wasnt aiming on running a gladius ha ha after moving house 6 months ago ive not quite been able to get back into the hobbie as i used to be so i decides to make up a list get some new models and spurr on some new painting. i dont play many games so dont have much experience on how the units work etc so im was just putting a random list together to get others opinion on how it might work or not.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> the last game i played which must have been just after christmas i used this list <br /> <br /> assult terminators with storm shield and thunder hammer<br /> <br /> tactical squad with grav gun, missile launcher and rhino<br /> <br /> assult marines with jump packs, flamers and eviscerator<br /> <br /> devastator squad with missile launchers<br /> <br /> land raider crusader<br /> <br /> chapter master with artificer armour, storm shield and thunder hammer<br /> <br /> scout squad with camo cloaks, sniper rifel and heavy bolter with hell fire rounds<br /> <br /> terminators with assult cannon, chain fist<br /> <br /> tactical squad with melta gun, multi melta and drop pod<br /> <br /> contemptor with assult cannon and targeting augury<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 27 Sep 2016 19:03:23]]> GMT</pubDate>
				<author><![CDATA[ kermit84]]></author>
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				<title>[2000] - ultramarines</title>
				<description><![CDATA[ The Gladius Strike Force is the Detachment in C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> that allows you to run all three of those Formations; there's no other way to put those three together, so you're sort of stuck with that if you wanna use the rules for those. I guess you could just make most of this out of a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> or by playing Unbound I believe, but it'd be a waste! You have free special rules <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br />  In terms of whether this would work, like I said, I think you would struggle against people at 2k pts who are making use of their Special Rules via Formations and Detachments, and using a range of different types of forces, i.e. tanks, flyers, and <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>. And like Nevelon said, one of the main benefits of playing Ultramarines is being able to use their great special characters, like Tigurius or Sicarius (both of whom would help your reserves arrive on time.) If you're not using those or making use of the Ultramarine's unique detachments (mostly the Gladius double demi) I think you'll have a tough time.<br /> <br /> As an example of what 2k pts look like in a Gladius, here's a totally bare-bones build showing how you could include all the units you listed. This gives you two Ultramarine special characters, 10 Razorback transports with Heavy Bolters FOR FREE, 83 models between Terminators, Scouts and regular marines, and 371 points left over for special and heavy weapons. It would be a ton to buy and paint, but this is what your opponents at the 2k pts level will be able to bring to the table using Ultramarine special rules.<br /> <br /> +++ Ultramarines Gladius Double Demi (1629pts) +++<br /> <br /> ++ Space Marines: Codex (2015) (<span class="glossaryitem" onmouseover='gp(119);'>SM</span> Gladius Strike Force) (1629pts) ++<br /> <br /> Chapter Tactics [Ultramarines]<br /> <br /> + Core (1005pts) +<br /> <br /> 'Battle Demi Company * (525pts) [Captain Sicarius]<br /> ····Assault Squad [4x Space Marines]<br /> ········Razorback [Twin-linked Heavy Bolter]<br /> ········Space Marine Sergeant [Bolt Pistol, Chainsword]<br /> ····Devastator Squad [4x Space Marines]<br /> ········Razorback [Twin-linked Heavy Bolter]<br /> ········Space Marine Sergeant [Bolt Pistol, Boltgun]<br /> ····Tactical Squad [4x Space Marines]<br /> ········Razorback [Twin-linked Heavy Bolter]<br /> ········Space Marine Sergeant [Bolt Pistol, Boltgun]<br /> ····Tactical Squad [4x Space Marines]<br /> ········Razorback [Twin-linked Heavy Bolter]<br /> ········Space Marine Sergeant [Bolt Pistol, Boltgun]<br /> ····Tactical Squad [4x Space Marines]<br /> ········Razorback [Twin-linked Heavy Bolter]<br /> ········Space Marine Sergeant [Bolt Pistol, Boltgun]<br /> <br /> 'Battle Demi Company * (480pts) [Chaplain Cassius]<br /> ····Assault Squad [4x Space Marines]<br /> ········Razorback [Twin-linked Heavy Bolter]<br /> ········Space Marine Sergeant [Bolt Pistol, Chainsword]<br /> ····Devastator Squad [4x Space Marines]<br /> ········Razorback [Twin-linked Heavy Bolter]<br /> ········Space Marine Sergeant [Bolt Pistol, Boltgun]<br /> ····Tactical Squad [4x Space Marines]<br /> ········Razorback [Twin-linked Heavy Bolter]<br /> ········Space Marine Sergeant [Bolt Pistol, Boltgun]<br /> ····Tactical Squad [4x Space Marines]<br /> ········Razorback [Twin-linked Heavy Bolter]<br /> ········Space Marine Sergeant [Bolt Pistol, Boltgun]<br /> ····Tactical Squad [4x Space Marines]<br /> ········Razorback [Twin-linked Heavy Bolter]<br /> ········Space Marine Sergeant [Bolt Pistol, Boltgun]<br /> <br /> + Auxiliary (624pts) +<br /> <br /> '10th Company Task Force * (164pts)<br /> ····Scout Bike Squad [Scout Biker, Scout Biker]<br /> ········Scout Biker Sergeant [Bolt Pistol]<br /> ····Scout Squad [4x Boltgun, 4x Scouts]<br /> ········Scout Sergeant [Bolt Pistol, Boltgun]<br /> ····Scout Squad [4x Boltgun, 4x Scouts]<br /> ········Scout Sergeant [Bolt Pistol, Boltgun]<br /> <br /> '1st Company Task Force (460pts)<br /> ····Sternguard Veteran Squad<br /> ········Veteran [Boltgun]<br /> ········Veteran [Boltgun]<br /> ········Veteran [Boltgun]<br /> ········Veteran [Boltgun]<br /> ········Veteran Sergeant [Bolt Pistol, Boltgun]<br /> ····Terminator Assault Squad [4x Terminator]<br /> ········Terminator Sergeant [Two Lightning Claws]<br /> ····Terminator Squad [4x Terminator, Terminator Sergeant]]]></description>
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				<pubDate><![CDATA[Tue, 27 Sep 2016 19:29:57]]> GMT</pubDate>
				<author><![CDATA[ Inquisitor Alcyon]]></author>
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				<title>Re:[2000] - ultramarines</title>
				<description><![CDATA[ wow, see i would never think like that ha ha thats <span class="glossaryitem" onmouseover='gp(186);'>def</span> something to work to thanks a lot for that, would just have to play about with the upgrades to make the most of it ]]></description>
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				<pubDate><![CDATA[Wed, 28 Sep 2016 16:47:08]]> GMT</pubDate>
				<author><![CDATA[ kermit84]]></author>
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				<title>[2000] - ultramarines</title>
				<description><![CDATA[ I don't think that list is actually good, I mean, it still has problems with fliers, anti-tank and good armour saves (<span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>). People who run the Gladius in the competitive world seem to use it to cover all the objectives and be as annoying as possible, which is a strategy I think is weird and requires you to paint a TON of tanks, but <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>.<br /> <br /> At 2k points, instead of running a Gladius Double-Demi for the free transports, I'd use a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> for Objective Secured troops and the chance to take things like a Mortis Dreadnought for Anti-Air. Then you could take whatever Formations you want (like the 1st Company Task Force) along with that to your heart's content. Much more options for cool combos like a biker Command Squad with grav-guns, or Grav Centurions, or some of the best Formations like the Shadowstrike Kill Team. But that's just how I'd do it <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 28 Sep 2016 21:57:15]]> GMT</pubDate>
				<author><![CDATA[ Inquisitor Alcyon]]></author>
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				<title>Re:[2000] - ultramarines</title>
				<description><![CDATA[ Hypothetically, it's a strategy that revolves around board control over attrition. When you double demi company full of objective secured units, you can potentially sit on the objectives all game and sip drinks while you watch your opponent with no obsec frustrate themselves trying to kill everything. I actually enjoy painting tanks since it's such a wide surface so lots of room for mistakes, but I've seen more players run the Double demi's with drop pods and it's even more annoying because the pods are armor 12 and require more effort to take down. Alternatively, you could do what Nova Open does and penalize <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> lists by giving victory points for every unit you kill, but then you go back to everyone complaining about death stars <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.  ]]></description>
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				<pubDate><![CDATA[Wed, 28 Sep 2016 22:51:58]]> GMT</pubDate>
				<author><![CDATA[ NInjatactiks]]></author>
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