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i have a 2000pt ultramaries army but i have been looking into the other SM armies such as the wolves and the BA and i cant help think that they have some stuff that is better than the regular marines. for example, the standrd space wolf captain has far more customisable and effective options than the standrd marine captain. so are codex maries not as good these days as the more specific chapters or is it all just fluff and my ultramaries will still be able to successfully compare agaisnt the other SM codexes?.
here is my ultramaries list, tell me i u think it is competative?
SM captain with relic blade/plsama pistol/melta bombs
chaplain with jump pack
2x tac squads with plasma cannons/melta guns/power swords/drop pods
scout squad with shotguns/power sword/melta bombs
assault termines with thunderhammer-stormshields
IC dread with heavy flamer/drop pod
6 sternguard with combi-melta/combi-plasma/plasma cannon/drop pod
3 speeders with 3 multi-meltas/2 assault cannons/typhoon missile launcher
10 man assault squad with power fist/2xplasma pistols
i aimed to make an elite assult-oriontated force wich truley emphasieis the angles of death. i tired to give my units a tool for each job. the core will be the assult units such as the assult squad boosted by the chaplin (re-rolls to hit on the assault) and the scouts assaulting from the speeder strom (-2 to leadership!!!) with termies and the IC dread to draw firepower and the sternguard, tac squads and speeders providing the firepower. the entire force is exactley 2000pts.
Good.chaplain with jump packGive them power fists, and a combi weapon if you can spare the points.2x tac squads with plasma cannons/melta guns/power swords/drop podsNot really worth it. Scouts are a bit crap in CC imo, they're best suited to sniping.scout squad with shotguns/power sword/melta bombsCracking unit, but they really need a Land Raider to work best (too slow on foot, too vulnerable via DS)assault termines with thunderhammer-stormshieldsPut the grenade launchers on it too - and 2 HK missiles if you can for first turn tankbusting.IC dread with heavy flamer/drop podGood unit, bad equipment. Plasma is a liability for expensive troops, and you can't move and use the cannon (so no shot the turn you drop in). Swap them all for combi-melta/flamer or heavy flamers, and add some more bodies to the unit.6 sternguard with combi-melta/combi-plasma/plasma cannon/drop podGood3 speeders with 3 multi-meltas/2 assault cannons/typhoon missile launcherAgain I recommend flamer over plasma pistols. Otherwise, they'll do the job10 man assault squad with power fist/2xplasma pistolsA waste of time, even with the scouts (imo). -2 to Ld means nothing if you can't win combat.speeder storm
You also have 4 drop pods, add one more and you'll get 3 in on turn 1 - maybe drop the Terminators for another IC dread?
what if i replace the CC scouts with sniper scouts and keep the speeder storm so i have a mobile shooty unit, replace the termies with another IC dred and pick up another 2 sternguard vets?
Last edited by JC2000; October 22nd, 2010 at 23:06.
The sniper rifles are considered heavy weapons, they will be unable to fire if the vehicle moves, or even if they disembark. The sniper scouts don't need a vechile to get where they want to be. They can deploy and then use their scout move prior to turn 1.
Always take melta over plasma imo sterrnguard should have all combi-meltas, its an easy conversion to make them and for the combi-meltas. Also i always put them in a razorback in small games, any gun depends on what your fighting. And For your HQ libby with jump pack and chaplin with jump pack ethier or are good choices.
Space marines 6 dread army Wins: 4 ties:2 Loses:7 Modified Standard nilla marines Wins:37 Ties:8 Loses 42 Daemonhunters Wins:3 Ties:0 Loses:1 Full assualt concept army wins: 6 Ties: none Loses: 2
The Speeder Squadron is horribly unfocused as well. Either go all Heavy Flamer + Multi-Melta, or all Typhoons. I'd recommend typhoons, simply because they'll provide some long-range firepower this list is lacking, or more likely, change them all out for a Land Raider Crusader/Redeemer for those termies. Personally, I think a second Chaplain or a Librarian in terminator armor to accompany the Assault Terminators would be a better choice than the Captain, but that's up to you.
"The sergeant major asked me what my job is. I told him it's to do what I am told. He gave me a medal. I like the Imperial Guard."
"Innocentia Probat Nihil"
i decided to give all three speeders tyhpoon missle launcers but to keep the multi-meltas, so i have a unit that can provide both long range and short range fire power. also i decided to drop the termies, scouts and speeder storm and to keep with the theme of orbital assults, take a vanguard vetrean squad with storm shields and lightning claws. I know it is a risk taking such an expensive risk in a smallish army (2000pt) but i think that they should do both the jobs of the assault termies and the speeder scouts, being a unit that is both fast and durable in combat. And should i take a lib instead of the captain?
if i take a lib what powers should i give him and is it worth it to upgrade him to an epistolary?