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				<title>[1850] - Ultramarines</title>
				<description><![CDATA[ This is how my army is looking right now after some tweaking.<br /> <br /> The Chaplain is meant to be rolling with the Assault Terminators.<br /> Sternguard Veterans will be combat squadded and drop podded somewhere to deal with something nasty.<br /> <br /> Formation: Battle Demi-Company (1105pts)<br /> <br /> Assault Squad (105pts)<br /> Veteran Sergeant<br /> 2xFlamer<br /> Jump packs<br /> <br /> Chaplain (170pts)<br /> Terminator Armour<br /> The Shield Eternal<br /> <br /> Devestator Squad (150pts)<br /> 4x Lascannon<br /> <br /> Dreadnoughts (155pts)<br /> Drop pod<br /> Assault Cannon<br /> Powerfist w/ Built-in Heavy Flamer<br /> <br /> Tactical Squad (235pts)<br /> Rhino<br /> Grav-cannon<br /> Grav-gun<br /> Combi-Grav<br /> <br /> Tactical Squad (205pts)<br /> Drop pod<br /> Multi-Melta<br /> Meltagun<br /> Combi-melta<br /> <br /> Tactical Squad (85pts)<br /> Missile Launcher<br /> <br /> Formation: 1st Company Task Force (745pts)<br /> <br /> Sterguard Veteran Squad (325pts)<br /> Drop pod<br /> 5x Combi-melta<br /> 2x Heavy Flamer<br /> <br /> Terminator Assault Squad (225pts)<br /> 5x Thunderhammer and Shield<br /> <br /> Terminator Squad (195pts)<br /> Assault Cannon]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 20:44:24]]> GMT</pubDate>
				<author><![CDATA[ Blainee]]></author>
			</item>
			<item>
				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ Preface: I am not a tournament player. <br /> <br /> 1. A foot slogging devastator squad will have challenges. Remember, they can't move and fire in the same turn. <br /> <br /> 2. 10 man tactical squads, for 140 points, do not include: (a) a combi weapon on the sergeant, (b) a heavy option upgrade, and (c) a specialist option upgrade. The primary reason for going to 10 marines is to take the heavy and the specialist. You should absolutely be using special weapons, if not heavy weapons, in your <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> squads.  Additionally, 3 of them at 10 guys is a lot of foot slogging troops. I would suggest rethinking how these would be used. <br /> <br /> 3. Not sure 2 squads of sternguards are required, especially since you've already got so many boots on the ground. I think they look like your anti-tank, based on the combi-meltas, however they're primarily anti-flesh with their special rounds. <br /> <br /> 4. Those formations are neat - but unless you've got 2 battle demi-companies to make that strike force to get free dedicated transports, I don't think it's worth creating one. I'd suggest a simple <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> as it gives you flexibility and you don't need a bunch of mandatory units that weigh you down. <br /> <br /> 5. Not taking centurion devastators in any capacity is probably a mistake, they're one of our best units, if not the best. <br /> <br /> 6. Being Ultramarines you have access to Tigurius. He's totally cool, check him out. <br /> <br /> Can you maybe explain what, thematically, you're going for? <br /> <br /> Also battlescribe is really helpful. ]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 20:49:41]]> GMT</pubDate>
				<author><![CDATA[ Marmatag]]></author>
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			<item>
				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4574bb11afa3fff5ef796ee49f069d27.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/714071/9132812.page"><b>Marmatag wrote:</b></a><br/>Preface: I am not a tournament player. <br /> <br /> 1. A foot slogging devastator squad will have challenges. Remember, they can't move and fire in the same turn. <br /> <br /> 2. 10 man tactical squads, for 140 points, do not include: (a) a combi weapon on the sergeant, (b) a heavy option upgrade, and (c) a specialist option upgrade. The primary reason for going to 10 marines is to take the heavy and the specialist. You should absolutely be using special weapons, if not heavy weapons, in your <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> squads.  Additionally, 3 of them at 10 guys is a lot of foot slogging troops. I would suggest rethinking how these would be used. <br /> <br /> 3. Not sure 2 squads of sternguards are required, especially since you've already got so many boots on the ground. I think they look like your anti-tank, based on the combi-meltas, however they're primarily anti-flesh with their special rounds. <br /> <br /> 4. Those formations are neat - but unless you've got 2 battle demi-companies to make that strike force to get free dedicated transports, I don't think it's worth creating one. I'd suggest a simple <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> as it gives you flexibility and you don't need a bunch of mandatory units that weigh you down. <br /> <br /> 5. Not taking centurion devastators in any capacity is probably a mistake, they're one of our best units, if not the best. <br /> <br /> 6. Being Ultramarines you have access to Tigurius. He's totally cool, check him out. <br /> <br /> Can you maybe explain what, thematically, you're going for? <br /> <br /> Also battlescribe is really helpful. </div></blockquote><br /> <br /> 1. I guess I could give the devastators a rhino and have them transported to a more central location<br /> 2. i didn't give the tacticals special weapons or heavy weapons because I was trying to keep them cheap, and I read somewhere that heavy weapons on tacticals is actually a bad thing because it limits their movement.<br /> 3. I had two squads of Sternguard because I liked the idea of drop podding them in with flamers and meltas to deal with things early on. I mainly took the second squad so that I could fill the formation though.<br /> 4. How viable is a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>? It seemed like the perks from formations were too good to give up.<br /> 5. I was worried centurions might be too expensive for 1.5k.<br /> 6. I'm not a huge fan of psykers, but I'm open to giving it a go.<br /> <br /> Thematically I want something more infantry based, I'm not a huge fan of vehicles<br /> <br /> <br /> I'm kinda trying to use the units that I have.<br /> <br /> I have<br /> <br /> Strike Force Ultima:<br /> - 1 Drop Pod<br /> - 1 Land Raider<br /> - 1 Razorback<br /> - 1 Stormhawk Interceptor<br /> - 1 Terminator Captain<br /> - a set of 5 Sternguard Veterans<br /> - a set of 5 Terminators<br /> - a 10-man Tactical Squad<br /> <br /> Imperial Knight Renegade<br /> -Imperial Knight Crusader<br /> -Imperial Knight Paladin<br /> <br /> Then some random boxes that I've not yet opened<br /> -Dreadnought<br /> -2 Tactical Squad<br /> -2 Drop Pod<br /> -Sternguard Veterans<br /> -Devastators<br /> -Assault Marines]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 21:09:34]]> GMT</pubDate>
				<author><![CDATA[ Blainee]]></author>
			</item>
			<item>
				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ First, Welcome to Dakka and the Ultramarines.<br /> <br /> I’m a big fan of boys before toys, and don’t invest a lot of points in gear, but you need more then just bare bones guys.<br /> <br /> While the heavy is optional, <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads should almost always have a special, and probably a matching combi on the sarge.  As an old school fluffy guy, I suggest taking the heavy anyway in 10 man squads.  It just feels right.  Generally you want all the guns to work together.  So <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta (<span class="glossaryitem" onmouseover='gp(9);'>AV</span> fire) <span class="glossaryitem" onmouseover='gp(583);'>GC</span>/G, c-grav (big game could use plasma guns, but not the cannon) or <span class="glossaryitem" onmouseover='gp(51);'>HB</span>/F (c-flamer optional, for hordes).  <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads should also have transports.<br /> <br /> Plasma cannons are in a bad spot right now.  Small blasts just don’t work as advertised.  While I prefer a 4xLC squad, if you are pulling from only one <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> box, 2xLC, 2xML will do in a pinch.  Don’t worry about them being on foot.  Just find some nice cover with some good <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> and camp out for the game.<br /> <br /> I like my assault squads 5 man, 2xFlamers, with a vet sarge with a power weapon.  If there is not a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> tagging along, probably a sword.<br /> <br /> The 5 man c-melta sternguard can work.  I’m also partial to a 10 man squad with a pair of <span class="glossaryitem" onmouseover='gp(336);'>HFs</span>.  Both in pods.  For the terminators, I’d try to stick a chainfist in there.  Sometimes you need to rip open a tank.  I would not invest heavily in combis that aren’t meltas.<br /> <br /> Dread is fine, but might need to be cut for points.<br /> <br /> Captain is OKish for what he is.  <br /> <br /> I recently played a list similar to what you have here (demi co, 1st company) but at 1,850.  Some cutting down, here is what I might suggest.  Just rough points/gear<br /> <br /> Captain.  <span class="glossaryitem" onmouseover='gp(332);'>TDA</span><br /> 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta, drop pod<br /> 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> <span class="glossaryitem" onmouseover='gp(583);'>GC</span>/G, c-grav, rhino<br /> 5 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span>, <span class="glossaryitem" onmouseover='gp(328);'>ML</span><br /> 5 man assault, 2xFlamer, vet sarge w/powersword<br /> 5 man <span class="glossaryitem" onmouseover='gp(29);'>dev</span>, 2xLC, 2xML<br /> <br /> 5 man sternguard, 4x c-melta, drop pod<br /> 5 man sternguard, 2xHF, drop pod<br /> 5 man terminator, AsC, 1 chainfist.<br /> <br /> Should come in at about 1,500.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 21:48:00]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
			</item>
			<item>
				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee0635b5b042371c386598202afc5e11.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/714071/9132923.page"><b>Nevelon wrote:</b></a><br/>First, Welcome to Dakka and the Ultramarines.<br /> <br /> I’m a big fan of boys before toys, and don’t invest a lot of points in gear, but you need more then just bare bones guys.<br /> <br /> While the heavy is optional, <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads should almost always have a special, and probably a matching combi on the sarge.  As an old school fluffy guy, I suggest taking the heavy anyway in 10 man squads.  It just feels right.  Generally you want all the guns to work together.  So <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta (<span class="glossaryitem" onmouseover='gp(9);'>AV</span> fire) <span class="glossaryitem" onmouseover='gp(583);'>GC</span>/G, c-grav (big game could use plasma guns, but not the cannon) or <span class="glossaryitem" onmouseover='gp(51);'>HB</span>/F (c-flamer optional, for hordes).  <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads should also have transports.<br /> <br /> Plasma cannons are in a bad spot right now.  Small blasts just don’t work as advertised.  While I prefer a 4xLC squad, if you are pulling from only one <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> box, 2xLC, 2xML will do in a pinch.  Don’t worry about them being on foot.  Just find some nice cover with some good <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> and camp out for the game.<br /> <br /> I like my assault squads 5 man, 2xFlamers, with a vet sarge with a power weapon.  If there is not a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> tagging along, probably a sword.<br /> <br /> The 5 man c-melta sternguard can work.  I’m also partial to a 10 man squad with a pair of <span class="glossaryitem" onmouseover='gp(336);'>HFs</span>.  Both in pods.  For the terminators, I’d try to stick a chainfist in there.  Sometimes you need to rip open a tank.  I would not invest heavily in combis that aren’t meltas.<br /> <br /> Dread is fine, but might need to be cut for points.<br /> <br /> Captain is OKish for what he is.  <br /> <br /> I recently played a list similar to what you have here (demi co, 1st company) but at 1,850.  Some cutting down, here is what I might suggest.  Just rough points/gear<br /> <br /> Captain.  <span class="glossaryitem" onmouseover='gp(332);'>TDA</span><br /> 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta, drop pod<br /> 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> <span class="glossaryitem" onmouseover='gp(583);'>GC</span>/G, c-grav, rhino<br /> 5 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span>, <span class="glossaryitem" onmouseover='gp(328);'>ML</span><br /> 5 man assault, 2xFlamer, vet sarge w/powersword<br /> 5 man <span class="glossaryitem" onmouseover='gp(29);'>dev</span>, 2xLC, 2xML<br /> <br /> 5 man sternguard, 4x c-melta, drop pod<br /> 5 man sternguard, 2xHF, drop pod<br /> 5 man terminator, AsC, 1 chainfist.<br /> <br /> Should come in at about 1,500.<br /> </div></blockquote><br /> <br /> So how come you pick 4xLC for your <span class="glossaryitem" onmouseover='gp(29);'>devs</span>? Also one squad of Sternguard can have two heavy weapons? I had no idea! But doesn't it slow them down a lot?]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 21:57:07]]> GMT</pubDate>
				<author><![CDATA[ Blainee]]></author>
			</item>
			<item>
				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/714071/9132943.page"><b>Blainee wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee0635b5b042371c386598202afc5e11.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/714071/9132923.page"><b>Nevelon wrote:</b></a><br/>First, Welcome to Dakka and the Ultramarines.<br /> <br /> I’m a big fan of boys before toys, and don’t invest a lot of points in gear, but you need more then just bare bones guys.<br /> <br /> While the heavy is optional, <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads should almost always have a special, and probably a matching combi on the sarge.  As an old school fluffy guy, I suggest taking the heavy anyway in 10 man squads.  It just feels right.  Generally you want all the guns to work together.  So <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta (<span class="glossaryitem" onmouseover='gp(9);'>AV</span> fire) <span class="glossaryitem" onmouseover='gp(583);'>GC</span>/G, c-grav (big game could use plasma guns, but not the cannon) or <span class="glossaryitem" onmouseover='gp(51);'>HB</span>/F (c-flamer optional, for hordes).  <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads should also have transports.<br /> <br /> Plasma cannons are in a bad spot right now.  Small blasts just don’t work as advertised.  While I prefer a 4xLC squad, if you are pulling from only one <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> box, 2xLC, 2xML will do in a pinch.  Don’t worry about them being on foot.  Just find some nice cover with some good <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> and camp out for the game.<br /> <br /> I like my assault squads 5 man, 2xFlamers, with a vet sarge with a power weapon.  If there is not a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> tagging along, probably a sword.<br /> <br /> The 5 man c-melta sternguard can work.  I’m also partial to a 10 man squad with a pair of <span class="glossaryitem" onmouseover='gp(336);'>HFs</span>.  Both in pods.  For the terminators, I’d try to stick a chainfist in there.  Sometimes you need to rip open a tank.  I would not invest heavily in combis that aren’t meltas.<br /> <br /> Dread is fine, but might need to be cut for points.<br /> <br /> Captain is OKish for what he is.  <br /> <br /> I recently played a list similar to what you have here (demi co, 1st company) but at 1,850.  Some cutting down, here is what I might suggest.  Just rough points/gear<br /> <br /> Captain.  <span class="glossaryitem" onmouseover='gp(332);'>TDA</span><br /> 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta, drop pod<br /> 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> <span class="glossaryitem" onmouseover='gp(583);'>GC</span>/G, c-grav, rhino<br /> 5 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span>, <span class="glossaryitem" onmouseover='gp(328);'>ML</span><br /> 5 man assault, 2xFlamer, vet sarge w/powersword<br /> 5 man <span class="glossaryitem" onmouseover='gp(29);'>dev</span>, 2xLC, 2xML<br /> <br /> 5 man sternguard, 4x c-melta, drop pod<br /> 5 man sternguard, 2xHF, drop pod<br /> 5 man terminator, AsC, 1 chainfist.<br /> <br /> Should come in at about 1,500.<br /> </div></blockquote><br /> <br /> So how come you pick 4xLC for your <span class="glossaryitem" onmouseover='gp(29);'>devs</span>? Also one squad of Sternguard can have two heavy weapons? I had no idea! But doesn't it slow them down a lot?</div></blockquote><br /> <br /> You can take heavy on sternguard but they lose the ability to use their special ammunition, which is one of the major reasons to take them in my opinion. <br /> <br /> 4 lascannons is scary. 48" strength 9 shots, four times. It forces your opponent to move their vehicles really carefully. ]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 22:03:10]]> GMT</pubDate>
				<author><![CDATA[ Marmatag]]></author>
			</item>
			<item>
				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4574bb11afa3fff5ef796ee49f069d27.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/714071/9132954.page"><b>Marmatag wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/714071/9132943.page"><b>Blainee wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee0635b5b042371c386598202afc5e11.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/714071/9132923.page"><b>Nevelon wrote:</b></a><br/>First, Welcome to Dakka and the Ultramarines.<br /> <br /> I’m a big fan of boys before toys, and don’t invest a lot of points in gear, but you need more then just bare bones guys.<br /> <br /> While the heavy is optional, <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads should almost always have a special, and probably a matching combi on the sarge.  As an old school fluffy guy, I suggest taking the heavy anyway in 10 man squads.  It just feels right.  Generally you want all the guns to work together.  So <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta (<span class="glossaryitem" onmouseover='gp(9);'>AV</span> fire) <span class="glossaryitem" onmouseover='gp(583);'>GC</span>/G, c-grav (big game could use plasma guns, but not the cannon) or <span class="glossaryitem" onmouseover='gp(51);'>HB</span>/F (c-flamer optional, for hordes).  <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads should also have transports.<br /> <br /> Plasma cannons are in a bad spot right now.  Small blasts just don’t work as advertised.  While I prefer a 4xLC squad, if you are pulling from only one <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> box, 2xLC, 2xML will do in a pinch.  Don’t worry about them being on foot.  Just find some nice cover with some good <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> and camp out for the game.<br /> <br /> I like my assault squads 5 man, 2xFlamers, with a vet sarge with a power weapon.  If there is not a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> tagging along, probably a sword.<br /> <br /> The 5 man c-melta sternguard can work.  I’m also partial to a 10 man squad with a pair of <span class="glossaryitem" onmouseover='gp(336);'>HFs</span>.  Both in pods.  For the terminators, I’d try to stick a chainfist in there.  Sometimes you need to rip open a tank.  I would not invest heavily in combis that aren’t meltas.<br /> <br /> Dread is fine, but might need to be cut for points.<br /> <br /> Captain is OKish for what he is.  <br /> <br /> I recently played a list similar to what you have here (demi co, 1st company) but at 1,850.  Some cutting down, here is what I might suggest.  Just rough points/gear<br /> <br /> Captain.  <span class="glossaryitem" onmouseover='gp(332);'>TDA</span><br /> 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta, drop pod<br /> 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> <span class="glossaryitem" onmouseover='gp(583);'>GC</span>/G, c-grav, rhino<br /> 5 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span>, <span class="glossaryitem" onmouseover='gp(328);'>ML</span><br /> 5 man assault, 2xFlamer, vet sarge w/powersword<br /> 5 man <span class="glossaryitem" onmouseover='gp(29);'>dev</span>, 2xLC, 2xML<br /> <br /> 5 man sternguard, 4x c-melta, drop pod<br /> 5 man sternguard, 2xHF, drop pod<br /> 5 man terminator, AsC, 1 chainfist.<br /> <br /> Should come in at about 1,500.<br /> </div></blockquote><br /> <br /> So how come you pick 4xLC for your <span class="glossaryitem" onmouseover='gp(29);'>devs</span>? Also one squad of Sternguard can have two heavy weapons? I had no idea! But doesn't it slow them down a lot?</div></blockquote><br /> <br /> You can take heavy on sternguard but they lose the ability to use their special ammunition, which is one of the major reasons to take them in my opinion. <br /> <br /> 4 lascannons is scary. 48" strength 9 shots, four times. It forces your opponent to move their vehicles really carefully. </div></blockquote><br /> If one of the major reasons for taking Sternguard is their special ammo, why are two heavy flamers better than two combi flamers?]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 22:11:23]]> GMT</pubDate>
				<author><![CDATA[ Blainee]]></author>
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				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ Heavy flamers are assault weapons, and assault cannons are heavy.  It’s a mixed up, grimdark, world we live in.  So the <span class="glossaryitem" onmouseover='gp(336);'>HF</span> sternguard can hop out of their pod and roast something.  <span class="glossaryitem" onmouseover='gp(336);'>HFs</span> are the only gun worth taking the special ammo away from the sternguard for <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.  And yes, they can take 2 specials/heavies.  In a 5 man squad, even.  More options then a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, nice to have.<br /> <br /> For the <span class="glossaryitem" onmouseover='gp(29);'>Devs</span> it’s a mater of what I want them to do.  Most of the time, it’s popping tanks.  Lots of armor out there, and not that many places to get guns to shoot at them.  Most of my lists are chock full of bolters to mow down people-looking things.  But the big guns never want for targets.  4xLC is a specialist role.  They have one job, and do a halfway decent job at it.  If you mix guns, you gain some flexibility, but at the cost of not being as good at your primary role.  The <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> can take shots at tanks, and while not as good as the <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> at it, can work.  But if there is a green tide of orks running across the table, in theory frag missiles can help*.  The trick to mixing weapons is to make sure everyone can work on the same target and at the same range.  So never mix <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> and <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>.  They want to target completely different things.  Same with <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> and <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>.  Same target, vastly different ranges.<br /> <br /> <br /> <br /> <br /> * In my experience, they never actually do.  Keep shooting kracks.  I regret every frag I send downrange.   Even in optimal conditions, they still manage to disappoint.<br /> <br /> Edit:<br /> <br /> <span class="glossaryitem" onmouseover='gp(336);'>HFs</span> work well for almost every target special ammo works on.  They ignore cover.  S5 wounds most things pretty well.  Not as good as the poison ammo, but decent.  AP4 will cash out most light troops.  Vs. things you are shooting the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 rounds out, odds are you can catch enough guys under the template to just spam wounds on them.  Also, you get the wall of death when people charge you.  And being sternguard, you are going to spend your life in charge range of things.  Because that’s also double-tap range for the bolters.]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 22:11:45]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee0635b5b042371c386598202afc5e11.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/714071/9132975.page"><b>Nevelon wrote:</b></a><br/>Heavy flamers are assault weapons, and assault cannons are heavy.  It’s a mixed up, grimdark, world we live in.  So the <span class="glossaryitem" onmouseover='gp(336);'>HF</span> sternguard can hop out of their pod and roast something.  <span class="glossaryitem" onmouseover='gp(336);'>HFs</span> are the only gun worth taking the special ammo away from the sternguard for <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.  And yes, they can take 2 specials/heavies.  In a 5 man squad, even.  More options then a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, nice to have.<br /> <br /> For the <span class="glossaryitem" onmouseover='gp(29);'>Devs</span> it’s a mater of what I want them to do.  Most of the time, it’s popping tanks.  Lots of armor out there, and not that many places to get guns to shoot at them.  Most of my lists are chock full of bolters to mow down people-looking things.  But the big guns never want for targets.  4xLC is a specialist role.  They have one job, and do a halfway decent job at it.  If you mix guns, you gain some flexibility, but at the cost of not being as good at your primary role.  The <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> can take shots at tanks, and while not as good as the <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> at it, can work.  But if there is a green tide of orks running across the table, in theory frag missiles can help*.  The trick to mixing weapons is to make sure everyone can work on the same target and at the same range.  So never mix <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> and <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>.  They want to target completely different things.  Same with <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> and <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>.  Same target, vastly different ranges.<br /> <br /> <br /> <br /> <br /> * In my experience, they never actually do.  Keep shooting kracks.  I regret every frag I send downrange.   Even in optimal conditions, they still manage to disappoint.<br /> <br /> Edit:<br /> <br /> <span class="glossaryitem" onmouseover='gp(336);'>HFs</span> work well for almost every target special ammo works on.  They ignore cover.  S5 wounds most things pretty well.  Not as good as the poison ammo, but decent.  AP4 will cash out most light troops.  Vs. things you are shooting the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 rounds out, odds are you can catch enough guys under the template to just spam wounds on them.  Also, you get the wall of death when people charge you.  And being sternguard, you are going to spend your life in charge range of things.  Because that’s also double-tap range for the bolters.</div></blockquote><br /> <br /> This is all great info!<br /> <br /> How do you feel about the formations I went for? I really like the idea of getting two sets of doctrines with so many tacticals<br /> <br /> Why do you choose only one chainfist with the terminators?<br /> <br /> Why do you put so many upgrades into the assault squad?]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 22:19:11]]> GMT</pubDate>
				<author><![CDATA[ Blainee]]></author>
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				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ I think the gladius with a demi-co and a 1st co. TF is a good build.  Might not be tournament winning, but strong enough for a fun game at the <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span>.  Played the same combo myself last Monday (to victory, I might add)<br /> <br /> Powerfist will get the job done most of the time.  A chainfist is like a melta bomb for the squad.  For the few times when multiple powerfist can’t get the job done, all it should take is one or two chainfists to finish it.<br /> <br /> The flamers on the squad cost next to nothing, and work really well.  I will admit to indulging my sarge there.  Assault marines are bully units,  Find someone weaker, go beat them up.  Having a geared up sarge lets them target slightly tougher units.  Also kill them a little quicker, so they can move on to the next one.]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 22:40:19]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
			</item>
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				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee0635b5b042371c386598202afc5e11.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/714071/9133055.page"><b>Nevelon wrote:</b></a><br/>I think the gladius with a demi-co and a 1st co. TF is a good build.  Might not be tournament winning, but strong enough for a fun game at the <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span>.  Played the same combo myself last Monday (to victory, I might add)<br /> <br /> Powerfist will get the job done most of the time.  A chainfist is like a melta bomb for the squad.  For the few times when multiple powerfist can’t get the job done, all it should take is one or two chainfists to finish it.<br /> <br /> The flamers on the squad cost next to nothing, and work really well.  I will admit to indulging my sarge there.  Assault marines are bully units,  Find someone weaker, go beat them up.  Having a geared up sarge lets them target slightly tougher units.  Also kill them a little quicker, so they can move on to the next one.</div></blockquote><br /> <br /> More great points! I hope you don't mind answering all these questions, I'm kinda making the most of this.<br /> <br /> If I tweak my list a bit, would you mind giving me a few more pointers?]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 22:45:12]]> GMT</pubDate>
				<author><![CDATA[ Blainee]]></author>
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				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/714071/9133069.page"><b>Blainee wrote:</b></a><br/><br /> More great points! I hope you don't mind answering all these questions, I'm kinda making the most of this.<br /> <br /> If I tweak my list a bit, would you mind giving me a few more pointers?</div></blockquote><br /> <br /> Always glad to help! <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 22:54:08]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ Just realised that I'm probably not going to be buying a drop pod for at least a month, so the Dreadnought won't be having a drop pod and I've got an extra 35 points to spend.<br /> <br /> <br /> Bumped it up to 1850 points<br /> <br /> Formation: Battle Demi-Company (1070pts)<br /> <br /> Assault Squad (125pts)<br /> Jump packs<br /> 2x Flamer<br /> Veteran Sergeant<br /> Powersword<br /> <br /> Captain (120pts)<br /> Terminator Armour<br /> <br /> Devestator Squad (150pts)<br /> 4x Lascannon<br /> <br /> Dreadnought (155pts)<br /> Drop pod<br /> Assault Cannon<br /> Powerfist w/ Builti-in Heavy Flamer<br /> <br /> Tactical Squad (240pts)<br /> Rhino w/ storm bolter<br /> Grav cannon<br /> Grav-gun<br /> combi-grav<br /> <br /> Tactical Squad (205pts)<br /> Drop pod<br /> Multi-Melta<br /> Meltagun<br /> Combi-melta<br /> <br /> Tactical Squad (85pts)<br /> Missile Launcher<br /> <br /> Formation: 1st Company Task Force (780pts)<br /> <br /> Sternguard Veteran Squad (195pts)<br /> Drop pod<br /> 5x Melta<br /> <br /> Sternguard Veteran Squad (150pts)<br /> Drop pod<br /> 2x Heavy Flamer<br /> <br /> Terminator Assault Squad (225pts)<br /> 5x Thunder Hammer and Storm Shield<br /> <br /> Terminator Squad (195pts)<br /> Assault Cannon<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 23:04:17]]> GMT</pubDate>
				<author><![CDATA[ Blainee]]></author>
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				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ Looks pretty good.<br /> <br /> In general, you want odd number of pods.  You get to drop half first turn, rounding up.  Your list right now has 4.  What you can do is consolidate the 2 5 man sternguard squads into one, and just combat squad out of the pod.  Saves you the cost of the pod.<br /> <br /> I’m not a huge fan of DSing assault troops.  Terminators in general are a little iffy these days.  I’ll often take one squad because I like them, but don’t normally work two into a list.  <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> can be a tough nut to crack, just be careful about massed fire.  Make enough armor saves and those ones will show up.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 13 Jan 2017 00:52:03]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[1500] - Ultramarines</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee0635b5b042371c386598202afc5e11.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/714071/9133314.page"><b>Nevelon wrote:</b></a><br/>Looks pretty good.<br /> <br /> In general, you want odd number of pods.  You get to drop half first turn, rounding up.  Your list right now has 4.  What you can do is consolidate the 2 5 man sternguard squads into one, and just combat squad out of the pod.  Saves you the cost of the pod.<br /> <br /> I’m not a huge fan of DSing assault troops.  Terminators in general are a little iffy these days.  I’ll often take one squad because I like them, but don’t normally work two into a list.  <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> can be a tough nut to crack, just be careful about massed fire.  Make enough armor saves and those ones will show up.<br /> <br /> </div></blockquote><br /> Changed my army again!<br /> <br /> <br /> Do the assault troops have to Deep Strike? Can they deploy regularly?<br /> <br /> I need something along the lines of another terminator / sternguard to finish the 1st company formation if I'm putting the Sternguard into one squad.]]></description>
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				<pubDate><![CDATA[Fri, 13 Jan 2017 09:46:59]]> GMT</pubDate>
				<author><![CDATA[ Blainee]]></author>
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				<title>[1850] - Ultramarines</title>
				<description><![CDATA[ You don’t need to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> them unless you want to.  My preferred deployment for assault marines is to advance with jump pacs behind a rhino, and then leap over to assault something.  <br /> <br /> But for assault terminators, they are slow.  They are only going to get into contact with things your opponent wants them to.  They do act like an area denial tool.  Get within a foot or so, be hammered.  But in general that’s letting your foe dictate the pace of the game.  He chooses who and when they will be engaged.<br /> <br /> DSing them is a little better.  Things can either flee, or stand.  Causing them to move is a win, as most things are less effecting after moving.  If they stand, you get to crush them.  Assuming to survive the turn of fire.  Which can be rough.  Also assuming they land on target.<br /> <br /> When I put my assault terminators in a list, I use a land raider.  Very expensive points wise, and has a host of flaws.  But I love the big old brick.  Makes a great centerpiece to a mechanized list.  And still works in a less competitive meta.<br /> <br /> If you are filling out a 1st company TF, more sternguard is always a good answer.  Vanguard vets are not bad either.  Some things just need to be punched in the face, and they do a decent job of it.  They suffer from a lot of the same problems as terminators, in being very expensive 1W T4 models.  But at least they are fast and have a lot of options.  But be careful with them by limiting who can see them until it’s too late, and they can serve you well.]]></description>
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				<pubDate><![CDATA[Fri, 13 Jan 2017 12:27:32]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[1850] - Ultramarines</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee0635b5b042371c386598202afc5e11.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/714071/9134136.page"><b>Nevelon wrote:</b></a><br/>You don’t need to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> them unless you want to.  My preferred deployment for assault marines is to advance with jump pacs behind a rhino, and then leap over to assault something.  <br /> <br /> But for assault terminators, they are slow.  They are only going to get into contact with things your opponent wants them to.  They do act like an area denial tool.  Get within a foot or so, be hammered.  But in general that’s letting your foe dictate the pace of the game.  He chooses who and when they will be engaged.<br /> <br /> DSing them is a little better.  Things can either flee, or stand.  Causing them to move is a win, as most things are less effecting after moving.  If they stand, you get to crush them.  Assuming to survive the turn of fire.  Which can be rough.  Also assuming they land on target.<br /> <br /> When I put my assault terminators in a list, I use a land raider.  Very expensive points wise, and has a host of flaws.  But I love the big old brick.  Makes a great centerpiece to a mechanized list.  And still works in a less competitive meta.<br /> <br /> If you are filling out a 1st company TF, more sternguard is always a good answer.  Vanguard vets are not bad either.  Some things just need to be punched in the face, and they do a decent job of it.  They suffer from a lot of the same problems as terminators, in being very expensive 1W T4 models.  But at least they are fast and have a lot of options.  But be careful with them by limiting who can see them until it’s too late, and they can serve you well.</div></blockquote><br /> <br /> What if I were to take the drop pod away from the dreadnought and split the sternguard into two squads, then they can both have drop pods. Then I also don't need the assault terminators to finish the 1st company]]></description>
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				<pubDate><![CDATA[Fri, 13 Jan 2017 14:51:15]]> GMT</pubDate>
				<author><![CDATA[ Blainee]]></author>
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				<title>[1850] - Ultramarines</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/714071/9134362.page"><b>Blainee wrote:</b></a><br/>What if I were to take the drop pod away from the dreadnought and split the sternguard into two squads, then they can both have drop pods. Then I also don't need the assault terminators to finish the 1st company</div></blockquote><br /> <br /> That works.  Sharing a pod and CSing out of it is something you can do, not that you need to.  Just something to keep in mind when you re-jigger the list around.<br /> <br /> AsC dreads can work well on pods, but don’t require it.  Unlike <span class="glossaryitem" onmouseover='gp(330);'>MM</span> dreads, who I’d not want to footslog.]]></description>
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				<pubDate><![CDATA[Fri, 13 Jan 2017 14:55:39]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[1850] - Ultramarines</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee0635b5b042371c386598202afc5e11.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/714071/9134372.page"><b>Nevelon wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/714071/9134362.page"><b>Blainee wrote:</b></a><br/>What if I were to take the drop pod away from the dreadnought and split the sternguard into two squads, then they can both have drop pods. Then I also don't need the assault terminators to finish the 1st company</div></blockquote><br /> <br /> That works.  Sharing a pod and CSing out of it is something you can do, not that you need to.  Just something to keep in mind when you re-jigger the list around.<br /> <br /> AsC dreads can work well on pods, but don’t require it.  Unlike <span class="glossaryitem" onmouseover='gp(330);'>MM</span> dreads, who I’d not want to footslog.</div></blockquote><br /> <br /> Great, one less squad gives me some wiggle room for upgrades. I really want to fit a land raider in, but I'm not sure if I'll manage it.]]></description>
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				<pubDate><![CDATA[Fri, 13 Jan 2017 16:01:20]]> GMT</pubDate>
				<author><![CDATA[ Blainee]]></author>
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