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				<title>[1850] - Ultra marines - Gladius strike force (first SM list)</title>
				<description><![CDATA[ Demi battle squad 1<br /> Chaplin w/ powerfist 115<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad<br /> 10 men<br /> Plasma gun<br /> Veteran W/chainsword<br /> Rhino 165<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad <br /> 10 men<br /> Meltagun<br /> Veteran w/chainsword<br /> Rhino 165<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad<br /> 10men<br /> Melta<br /> Veteran w/chainsword <br /> Rhino 165<br /> <br /> Assault squad <br /> 5 men<br /> Flamer<br /> Veteran w/ meltabombs<br /> Drop pod 105<br /> <br /> Devastator squad <br /> 5 men<br /> Heavy bolter<br /> Lascannon X2<br /> Veteran<br /> Drop pod 130<br /> <br /> Demi battle squad 2<br /> Captain Sicarius 175 <br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad <br /> 10 men<br /> Grav gun<br /> Veteran w/ chainsword<br /> Rhino<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad <br /> 10men<br /> Veteran w/chainsword<br /> Grav gun<br /> Drop pod<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad<br /> 10 men <br /> Veteran w/ chainsword <br /> Flamer<br /> Drop pod<br /> <br /> Land speeder squad<br /> X3 speeders<br /> Heavy bolters (on all three)<br /> Multimelta on one<br /> Heavy bolter on one (one speeder has two)<br /> Heavy flamer on one 160 <br /> <br /> <br /> 10th company task force<br /> Scout squad<br /> 5 men<br /> 5 camo cloaks<br /> 5 snipers 70<br /> <br /> Scout squad <br /> 5 men<br /> 5 snipers <br /> 5 camo cloaks 70<br /> <br /> Scout squad<br /> 5 shotguns 55 <br /> <br /> This is my first space marine list so all constructive criticism and help is always appreciated ^_^<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I used to play imperial guard in 6th edition so maybe my squads are too big and barren? Not very sure &gt;_&lt;<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ultra marines gladius strike force 1850<br /> <br /> Captain sicarius 175<br /> <br /> Command squad (5men)<br /> Standard of the emperor ascendant<br /> Veteran w/power weapon & shield (company champion)<br /> Veteran with plasma gun 180<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad (5men)<br /> Veteran w/melta bombs & chainsword<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/meltagun<br /> Drop pod w/ locator 105<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad (5 men)<br /> Veteran/w melta bombs & power weapon<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ plasma gun<br /> Rhino 105 <br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad (5 men)<br /> Veteran w/ melta bombs and chain sword <br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ grav gun<br /> Drop pod w/ locator<br /> <br /> Assault squad ( 5 men)<br /> Jump packs<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ flamer<br /> Veteran w/combat shield & melta bombs  110<br /> <br /> Devastator squad (5 men)<br /> Veteran w/ re roll ability<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ lascannon<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ Heavy bolter<br /> Drop pod locator<br /> <br /> Venerable dreadnought<br /> Twin linked auto cannon<br /> Extra armor<br /> Drop pod w/ locator 150 <br /> <br /> 10th company task force <br /> Scout squad (5men)<br /> Camo cloaks<br /> Sniper rifle x5<br /> Veteran w/ melta bombs 85<br /> <br /> Scout squad (5men)<br /> Camo cloaks<br /> Sniper rifle x5<br /> Veteran w/ melta bombs 85<br /> <br /> Scout squad (5men)<br /> Camo cloaks <br /> Shotgun x5 <br /> Veteran w/ melta bombs 80<br /> <br /> Chaplain <br /> Terminator armor<br /> Lighting claw<br /> Combi-flamer 135<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad (5 men)<br /> Veteran w/ melta bombs & chainsword <br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ multimelta  <br /> Rhino 95<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad (5 men)<br /> Veteran w/ melta bombs & chainsword <br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ missile launcher<br /> Rhino  100<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad (5 men)<br /> Veteran w/ melta bombs and chain sword <br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ flamer<br /> Drop pod w/ locator 100 <br /> <br /> Devastator squad <br /> Veteran w/ re roll ability <br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ lascannon <br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ missile launcher <br /> Rhino 120<br /> <br /> Changed it up some seems more flexible this way ]]></description>
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				<pubDate><![CDATA[Sun, 1 Jan 2017 01:24:06]]> GMT</pubDate>
				<author><![CDATA[ Palladournecros]]></author>
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				<title>[1850] - Ultra marines - Gladius strike force (first SM list)</title>
				<description><![CDATA[ Ultramarines 1850 pt list<br /> <br /> Gladius strike force<br /> <br /> Captain sicarius 175pts<br /> <br /> Command squad <br /> Veteran w/ company standard<br /> Company champion w/ power weapon & combat shield <br /> Veterans w/bolt and chainsword 120pts<br /> <br /> Tactical squad<br /> 10 men<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ plasma gun<br /> Veteran sergeant w/combi flamer<br /> Rhino 210pts<br /> <br /> Tactical squad <br /> 10 men<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ melta gun<br /> Veteran sergeant w/ combi melta & melta bombs <br /> Drop pod w/ locator 225 pts<br /> <br /> Tactical squad <br /> 10 men<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span>/ flamer <br /> Veteran sergeant w/ combi grav<br /> Rhino 200pts<br /> <br /> Assault squad (5 men)<br /> Jump packs<br /> Veteran sergeant w/eviscerator 120pts<br /> <br /> Devastator Squad<br /> 10men<br /> Aromorium cherub <br /> Veteran sergeant w/combi melta<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> w/ missile launcher x2<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span>/ lascannon x2<br /> Drop pod w/ locator 280 pts<br /> <br /> Dreadnaught <br /> Twin linked auto cannon <br /> Twin linked multi melta 115pts<br /> <br /> Armored task force<br /> <br /> Techmarine <br /> Servo harness<br /> X3 servitor 115 pts<br /> <br /> Predator <br /> Twin linked lascannon <br /> Heavy bolter sponsons 120pts<br /> <br /> Predator <br /> Heavy bolter sponsons 95pts<br /> <br /> Whirlwind<br /> Hunterkiller missile 75 pts <br /> <br /> Changed it up again]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 04:58:22]]> GMT</pubDate>
				<author><![CDATA[ Palladournecros]]></author>
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				<title>[1850] - Ultra marines - Gladius strike force (first SM list)</title>
				<description><![CDATA[ Sicarius isn’t bad on paper.  Not actually managed to work him into a list yet myself.<br /> <br /> As much as I enjoy flying the colors into battle, the standards don’t do a lot for their points.  Apothecaries however do, you should almost always include him in a command squad.  I might try to get a <span class="glossaryitem" onmouseover='gp(221);'>SS</span> into the squad, just to keep between them and plasma, and sticking some source of AP2 would not be out of line.  A vet with an axe would be good.  Footslogging?  They are an assault unit, while I’m not telling you to get a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, they need some help getting downfield.<br /> <br /> In general I avoid vet sarges in <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads.  With <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span> failing the <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> check in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> isn’t that bad, and the extra attack is often not going to swing any combat they are in.  I think you should match the combis on the sarges to the squad’s specials.  I’m also a strong advocate for the heavy in full 10 man squads, but that’s my old school Ultramarine talking.  I can understand leaving them at home these days.<br /> <br /> I’d not bother with the locator beacons.  Pods are generally fine on their own, and you don’t want to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> the assault marines.  Advance them behind the rhinos, and then jump out to support them.  The flamers are worth the points, get a pair of them.  A little risky putting the evicserator on the sarge.  I’m not a fam of unwieldy weapons on 1W models.  Giving it to the vet sarge does give you a lot more attacks with it, but he can be singled out.  If there was a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> in the squad to soak challenges, it might be worth it.<br /> <br /> There are times to pod in your <span class="glossaryitem" onmouseover='gp(29);'>devs</span>, but not that gear.  That’s a find a ruins and bunker down load.  Want a pod? load up with <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> or <span class="glossaryitem" onmouseover='gp(583);'>GCs</span>.  And stick a captain with capheracti <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> in with them.  I’d drop the combi from the sarge.  If you want to give him one, a c-grav would be better.  I’ve never been a huge fan of the bullet sponges in the squad, but they have their place.<br /> <br /> There is no TLMM option for the dread.  I’m loath to take the fist off them these days.  4A is pretty nice.  As you are not pod adverse, I’d stick him in one.  Find points to make him venerable, and give him one of the close in guns (<span class="glossaryitem" onmouseover='gp(330);'>MM</span> or TLAsC) fist with the <span class="glossaryitem" onmouseover='gp(336);'>HF</span>.  Drop him someplace nasty and watch the fireworks.<br /> <br /> I’d rather have the tech on a bike then with servitors.  Sure the walking wrenches give you bonuses to the roll, but you need to be in contact with the tank to fix it.  I’ll take the mobility.<br /> <br /> Auto/Las in my pred of choice these days, although the full <span class="glossaryitem" onmouseover='gp(80);'>LC</span> one is worth the points if you can find them.  The problem with the <span class="glossaryitem" onmouseover='gp(756);'>TLLC</span>/<span class="glossaryitem" onmouseover='gp(51);'>HB</span> pread is that the guns don’t want to be shooting at the same targets.  Lots of waste, no synergy.  While the Dakka auto/<span class="glossaryitem" onmouseover='gp(51);'>HB</span> pred has a lot more in common, it’s a lot of points for some light fire.  I’d rather have another <span class="glossaryitem" onmouseover='gp(477);'>WW</span>.  Speaking of which, I’d not bother with the <span class="glossaryitem" onmouseover='gp(55);'>HK</span> on the <span class="glossaryitem" onmouseover='gp(477);'>WW</span>.  It should be dropping pie plates of missiles on light troops; there are better units to try to take out tanks.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 14:18:49]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[1850] - Ultra marines - Gladius strike force (first SM list)</title>
				<description><![CDATA[ Thank you for your insight, I shall I through humans save some points add some dedicated transports upgrade the dreadnaught and drop the whirlwind possible take another predator in place of it.  Other then your other great suggestions (I really appreciate the insight) take another special weapon with the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads and synergize the combis? Would you suggest taking a chaplain or captain then in replace of sicarius?]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 14:35:08]]> GMT</pubDate>
				<author><![CDATA[ Palladournecros]]></author>
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				<title>[1850] - Ultra marines - Gladius strike force (first SM list)</title>
				<description><![CDATA[ One of Sicariis’s problems is that he’s a guy on foot.  So where do you stick him?  Foot based choppy squads can be hard to get to battle.  You either have to spend a turn twisting in the wind after disembarking before you can charge, or pay out the nose for a Land Raider.  Neither is a particularly attractive option.  Careful placement and support can make drop pods work, same with rhinos/razors.  <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> can get the job done if you are lucky.  But they are a rock in a game of rock/paper/scissors, and there is a <i>lot</i> of paper out there.<br /> <br /> When picking a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> for when I field a demi-co, I normally look to my assault choice.  They’ve got the speed to get into combat, and can back him up if needed.  If points are tight, I’ll go with a bare-bones chaplain.  No upgrades but a bike/<span class="glossaryitem" onmouseover='gp(457);'>JP</span> to match the squad.  If I’ve got more points to spend, I’ll invest in a captain.  You can either go more offensive or defensive, depending on your mood.  I like my <span class="glossaryitem" onmouseover='gp(457);'>JP</span> captain a little more on the blender side, with a <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(80);'>LC</span> combo.  On a bike I tend to be more conservative with the points, giving him either the ToT or a fist.  <span class="glossaryitem" onmouseover='gp(805);'>AA</span> is a must on any captain.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 14:48:40]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Re:[1850] - Ultra marines - Gladius strike force (first SM list)</title>
				<description><![CDATA[ Looks like a captain it shall be! I shall post an updated list much later today, thank you for all of your tips and insight and it shall be reposted for review .]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 14:55:25]]> GMT</pubDate>
				<author><![CDATA[ Palladournecros]]></author>
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				<title>Re:[1850] - Ultra marines - Gladius strike force (first SM list)</title>
				<description><![CDATA[ In general, you're better off taking 5-man tactical squads. You can save the excess points for other units. They are not damage dealers. They're objective holders, with minor fire support role.<br /> <br /> Ultramarines benefit minimally from being in a Gladius. You already have a trio of Tactical Doctrines to use. The doctrines are most valuable while you have more models on the board. By the 4th and 5th turns, you have much less on the board, and by the 6th and 7th turn you're lucky to be boosting much of anything with those extra doctrine uses.<br /> <br /> Most of the Chapters already have "offensive" bonuses, like Ultras, Salamanders, Imperial Fists... already getting re-rolls to hit. Since you can't stack re-rolls, the bonuses don't help each other.<br /> <br /> Chapters like White Scars and Iron Hands have defensive bonuses. So they benefit fully from the offensive upgrades that access to the Doctrines provide. You could look at it as getting two bonuses per turn, instead of one. A Gladius essentially gives you 4 Doctrine uses, so Ultras get very little from the extra uses, while Iron Hands can reap better damage while taking less in return. Hypothetically.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 15:13:38]]> GMT</pubDate>
				<author><![CDATA[ greatbigtree]]></author>
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				<title>Re:[1850] - Ultra marines - Gladius strike force (first SM list)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/87efa277e53f0d6766d3f3839460bcfe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/712773/9110795.page"><b>greatbigtree wrote:</b></a><br/>In general, you're better off taking 5-man tactical squads. You can save the excess points for other units. They are not damage dealers. They're objective holders, with minor fire support role.<br /> <br /> Ultramarines benefit minimally from being in a Gladius. You already have a trio of Tactical Doctrines to use. The doctrines are most valuable while you have more models on the board. By the 4th and 5th turns, you have much less on the board, and by the 6th and 7th turn you're lucky to be boosting much of anything with those extra doctrine uses.<br /> <br /> Most of the Chapters already have "offensive" bonuses, like Ultras, Salamanders, Imperial Fists... already getting re-rolls to hit. Since you can't stack re-rolls, the bonuses don't help each other.<br /> <br /> Chapters like White Scars and Iron Hands have defensive bonuses. So they benefit fully from the offensive upgrades that access to the Doctrines provide. You could look at it as getting two bonuses per turn, instead of one. A Gladius essentially gives you 4 Doctrine uses, so Ultras get very little from the extra uses, while Iron Hands can reap better damage while taking less in return. Hypothetically.</div></blockquote><br /> <br /> But not all doctrines are equal.  You can get a lot of milage out of spamming the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> doctrine for as long as you can, and the others for clean up.  I get you point that it would be nice to be able to stack <span class="glossaryitem" onmouseover='gp(436);'>CTs</span>, but don’t sell multiple copies of doctrines short.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 15:22:41]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[1850] - Ultra marines - Gladius strike force (first SM list)</title>
				<description><![CDATA[ orginally I wanted to try to have two Demi battle groups to get the free transports but that didn't turn out to well. Worried about the survivablty of the five man squads but I also wanted the extra tactical doctrines]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 15:27:17]]> GMT</pubDate>
				<author><![CDATA[ Palladournecros]]></author>
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				<title>[1850] - Ultra marines - Gladius strike force (first SM list)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/712773/9110818.page"><b>Palladournecros wrote:</b></a><br/>orginally I wanted to try to have two Demi battle groups to get the free transports but that didn't turn out to well. Worried about the survivablty of the five man squads but I also wanted the extra tactical doctrines</div></blockquote><br /> <br /> The full company list is sound.  Yes, the 5 man squads are going to die in droves, but you have so many of them you should have boots on all the objectives at the end of the game.  I’m not a huge fan of it personally.  If I wanted to plat a “I’ve got more bodies then you have bullets” list, I’d be playing guard.<br /> <br /> But it plays to the mission <i>very</i> well.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 16:11:08]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Re:[1850] - Ultra marines - Gladius strike force (first SM list)</title>
				<description><![CDATA[ And I am trying to avoid the guard like list. I will try the three ten men squads maybe take a heavy in there all depends on points. Will do that when I get off work here]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 16:37:05]]> GMT</pubDate>
				<author><![CDATA[ Palladournecros]]></author>
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