1500 Ultramarines - Warhammer 40K Fantasy
 

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  1. #1
    Member GreyKnight6962's Avatar
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    1500 Ultramarines

    Don't really have any tactics for this list. I just put together what models i had into a list. Any suggestions are preciated.

    HQ

    Master
    bolt pistol, power weapon, iron halo, terminator honors, articifer armor

    Command Squad: 2 marines
    bolt pistol CCW
    +Apothecary
    bolt pistol CCW
    +Company Champion
    +Vet. Sergeant
    bolt pistol, power fist
    Furious Charge
    +Rhino
    extra armor

    Elite

    Terminator Squad: 5 Terminators
    2 assault cannons

    Troop

    Tactical Squad: 9 marines
    plasma gun, hev bolter
    +Vet. Sergeant
    bolt pistol, power fist

    Tactical Squad: 9 marines
    plasma gun, hev bolter
    +Vet. Sergeant
    bolt pistol, power fist

    Tactical Squad: 5 marines
    lascannon

    Tactical Squad: 5 marines
    lascannon

    Fast Attack

    Assault Squad: 5 marines
    +Vet. Sergeant
    bolt pistol, power fist

    Heavy Support

    Devastator Squad: 6 marines
    3 missile launchers

    Total points: 1496

    Last edited by GreyKnight6962; October 19th, 2005 at 06:42.

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  3. #2
    Dawn Under Heaven Triumph Of Man's Avatar
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    Master
    bolt pistol, power weapon, iron halo, terminator honors
    Ok, but he sorta wants some artificer armour. You'll be rather annoyed when 20 odd guardsmen counterattack and kill him without it. :sleep: . Not to mention it will protect him from krak rockets to.

    Command Squad: 3 marines
    bolt pistol CCW, melta gun, plasma gun
    +Apothecary
    bolt pistol CCW
    +Company Champion
    +Vet. Sergeant
    bolt pistol, power fist
    Drop the melta gun and plasma gun in favour of two more bolt pistol and CC weapon marines. This is squad is tooled out to assault, not shoot. Also they have no transport of any sort making slow. I suggest you give these guys infiltration so they can get close to the enemy.

    Elite

    Terminator Squad: 5 Terminators
    2 assault cannons, 1 chainfist
    Good, although a little small. Drop the chainfist though as the two assault cannons are likely to rip up most tanks.

    Tactical Squad: 9 marines
    plasma gun
    +Vet. Sergeant
    bolt pistol, power fist

    Tactical Squad: 9 marines
    plasma gun
    +Vet. Sergeant
    bolt pistol, power fist
    What is the point of them? Without transports they will take forever to reach the enemy and will most likely die before having any effect. Either get them some Rhino's or Droppods or turn them into a shooty squad.

    Tactical Squad: 5 marines
    lascannon

    Tactical Squad: 5 marines
    lascannon
    Nice.

    Fast Attack

    Assault Squad: 6 marines
    +Vet. Sergeant
    bolt pistol, power fist
    Ok I guess.

    Devastator Squad: 7 marines
    3 missile launchers
    I believe the rule is one spare body to each gun so you can afford to drop one man.


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

  4. #3
    Member GreyKnight6962's Avatar
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    Quote Originally Posted by Triumph Of Man
    Ok, but he sorta wants some artificer armour. You'll be rather annoyed when 20 odd guardsmen counterattack and kill him without it. :sleep: . Not to mention it will protect him from krak rockets to.



    Drop the melta gun and plasma gun in favour of two more bolt pistol and CC weapon marines. This is squad is tooled out to assault, not shoot. Also they have no transport of any sort making slow. I suggest you give these guys infiltration so they can get close to the enemy.



    Good, although a little small. Drop the chainfist though as the two assault cannons are likely to rip up most tanks.



    What is the point of them? Without transports they will take forever to reach the enemy and will most likely die before having any effect. Either get them some Rhino's or Droppods or turn them into a shooty squad.



    Nice.



    Ok I guess.



    I believe the rule is one spare body to each gun so you can afford to drop one man.
    the commander could go with articifer armor, you're right.

    i will drop the melta and plasma for 2 bp ccw marines. forgot to say the quad had furious charge also.

    will drop the chain fist

    will use dropped devastator marine points for heavy bolter in each squad. sergeant has power fist cause that's what i have seen people on forums telling people to take

    will drop one marine form dev. squad.

    new list posted. thanx for the advice
    Last edited by GreyKnight6962; October 19th, 2005 at 02:30.

  5. #4
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    Looks nice. It would be better if you could find some way of getting your HQ to the hertics without foot sloggin it.
    The Only Constant is change.

  6. #5
    Dawn Under Heaven Triumph Of Man's Avatar
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    I wouldn't bother with furious charge on the termies, they won't benifit much. Their strength is through the roof already and their Init is still 1.

    Your HQ is going to get pawned without some sort of transport.

    You could instead scrap the command squad altogether and Max out your assault squad. Then give your Master a jump pack as well and join him with them, or send him in alone.


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

  7. #6
    Member GreyKnight6962's Avatar
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    Rhino Use

    if i were to put the command squad in a rhino. would i just rush it up or what. i don't have much experience with rhino's carrying close combat specialists, only imperial guard veterens in a chimera who are soley for shooting. can some one please tell me how i should use the rhino and how i can manage to get the squad in combat. thanx alot for the input . List Revised
    Last edited by GreyKnight6962; October 19th, 2005 at 06:43.

  8. #7
    Dawn Under Heaven Triumph Of Man's Avatar
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    Hmmm thinking again, A drop pod would be better I think. It's 20 points cheaper than a rhino and isn't going to get blown up in no man's land. The entanglement rule sort of killed off the Rhino rush tactic.


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

  9. #8
    Member GreyKnight6962's Avatar
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    wouldn't they be blow apart because they don't get to charge first turn?

  10. #9
    Senior Member DEADMARSH's Avatar
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    Quote Originally Posted by GreyKnight6962
    wouldn't they be blow apart because they don't get to charge first turn?
    Probably, but the same holds true for putting them in a rhino and driving them up.

    Infiltration is probably the way to go here, but I've had this goofy idea of tooling up a command squad similar to what you've got here and sticking them in a land raider. I may be mistaken, but that seems like it would surprise a lot of people who get all too used to seeing termies come bounding out of land raiders.

    Another thing you might want to consider- that apothecary in your command squad cannot use his narcethium and reductor if the squad is locked in close combat. Course, if you do end up stomping them up the board, then he could still come in handy when the unit comes under fire. Just something to think about...
    We all carry on,
    When our brothers in arms are gone.
    So raise your glass high
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    And return from the ashes you call.

  11. #10
    Dawn Under Heaven Triumph Of Man's Avatar
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    Quote Originally Posted by GreyKnight6962
    wouldn't they be blow apart because they don't get to charge first turn?
    the trick is to land them somewhere close to the enemy, but not where everything can shoot at it. Also you can use the droppod to hide them. (just got to disembark them carefully)


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

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