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Well.... here is my ultramarines army list. If you've come here for something else, you are in the wrong thread. I beleive my army is decent. Just to let you know, the chaplain and assault squad are run one unit. If I could make love to this unit, I would. =D
-master of sanctity
-cyclone missle launcher
-x4 sniper rifles
-x5 assualt marines
-(sergeant) terminator honors
-heavy bolter side sponsons
-pintle-mounted storm bolter
-(Soon to be) whirlwind
My whirlwind is going to be added once i get the money. I used a rhino and proxied it and I loved it. I am also building my Tyrannic War Veterans for.... well.... facing tyrannids.
With Whirlwind - 1385 points
without whirlwind - 1300 points
Please answer the poll also! =D
Last edited by Lamp_post; April 1st, 2007 at 04:29.
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thanks, I edited it. Saved the work for the administrator
great list, but in order for the assault marines to be powerful they'll need furious charge ( only against marines and crons) and loose the drop pods.
the predator will require lascannons as you do not have any anti tank and a cyclone missile launcher on the terminator squad is not needed, an assault cannons is great!
hope that helps.
If i got rid of the drop pods, I would give my dreadnought a lascannon and missle launcher. I know i need more anti-tank. The only reason I dont have much is because I usually play people with less tanks than average. My bro and most of my friends have almost no tanks. Im thinking about adding a devastator squad though
I wouldnt want to get rid of drop pods, they have won me almost every game. I mostly play againt tau so i drop right behing their lines and kill at least a squad of fire warriors and distract them enough to get my tank in position and assault squad into close combat. After that they just bouce from squad to sqaud, and it over.
Last edited by Lamp_post; April 1st, 2007 at 17:55.
my main comment is that heavy weapons + drop pods is often a bad idea. It means you lose a minimum of two turns of fire with those wea'ons (the missile launcher and the plasma cannon) and those are weapons that don't need to be close to the enemy to be highly effective. I would suggest dropping the missile launcher for a plasma gun on the one sqaud, and maybe dropping the plasma cannon on the other one, it could help free up points for furious charge on the assault squad.
~2k of genestealery goodness
~1750points of terminator goodness
Dovie'andi se tovya sagain
more witty remarks to come.
I don't know how it is supposed to get Furious Charge (it is an Ultramarines list, not a trait or Blood Angel one). But I agree it should be made more powerful. I definitely recommend to add more models (8 is a good number).
You rarely need that many wounds on the Chaplain as long as he is part of the Assault squad. I would consider downgrading him to a Reclusiarch. And I would also drop the Artificer Armor on him. I think it is a waste of points as he will kill anything in base-to-base with him anyhow.
I5+ can be a problem, but then still the combo of the Master of Sanctity's many wounds and Artificer Armor is overkill (if you don't send him on a suicide assault anyhow). There is room for freeing points here.
I definitely agree that you should drop the Cyclone Missile Launcher and get a second Assault Cannon. It will work better against vehicles and infantry alike (whatever model you can think of) and the only offset is the range.
But 24" is good enough, especially since your mobility upgrades this to 30". You really don't need to pay those extra points to make it 54" with a potentially weaker weapon.
Drop Pod squads
Keep them if you like the pods. But do drop those heavy weapons. They are a waste of points as you rarely ever will be able to shoot them. Go for a Plasma or Melta Gun in each squad and leave it at that.
(The Plasma Gun can lay waste to infantry and light vehicles upon touchdown of the Drop Pod. The Melta is for real hardcore tankhunting and doesn't seem a bad choice in your case, as you really lack anti-tank weaponry. And it's safer for your own people to use. Beware Gets Hot!)
Use the spare points to get Veteran Sergeants with Power Fists on those squads too. That will definitely enhance your close combat capabilities up frontline.
How can you possibly field a squad of 4 Scouts? As far as my knowledge goes this is not legal. Go get them a Sergeant (or drop them entirely if you need points desperately).
The Predator is good with the Heavy Bolter sponsons. As your enemy will rarely put the targets you want to shoot in line of sight of your tank, and as you too want your tank to stay hidden until it shoots (or else you will most likely not be able to shoot, as you will at least be shaken by every not totally careless opponent) you will probably have to move.
The point is: once you move you would only be able to fire the twin-linked Lascannon anyhow, so why not take Heavy Bolter sponsons if they are cheaper and give you more shots (as they are defensive weapons and may still shoot)?
But I think that the Storm Bolter is not necessary and does not add much to your Predator's potential. Keep in mind that your enemy also gets more victory points if your Predator is destroyed (and that should not be too much of a problem as I see it as a prioritized target and a lot of your units start in reserve anyhow). Those points are probably better spent elsewhere.
(Almost) Never a bad choice.
Once you have your Whirlwind you can work towards filling up to 1,500 points. I would recommend another Drop Pod Tactical squad with a Melta Gun. It could also pay off to add some models to your Scout squad. And making the Drop Pod squads a full ten models is rarely wrong too.
ok, here i go.
I would drop the artificer armor on the master of sanctity only because he will get saves against most weapons and the weapons you want get saves against are mainly ap2 (plasma). for this you have the 4+ invuln. now take the 20 points from the artificer armor and give him terminator honors. also, give him frag grenades so he can strike simultaneously with the assaulst squad if they chrage into cover.
replace the cyclone missile launcher with a second assault cannon. this will be so much more helpful against most enemies as you have higher strenght, higher ap, and more shots. the cyclone doesn't really help if the termies are drop podding.
Looks good. i would give it extra armor just incase.
Look good except that they have heavy weapons in them. Drop Pods + Heavy Weapons = point waste. i would drop the heavy weapons and drop one guy making the squad size 8. then make your sergeant vets and give them power fists.
How can you only have 4 scouts? If you do decide to keep them, i would make the sergeant a vet and give him a teleport homer, allowing your termies to teleport in safely. this means you can drop the termie drop pod.
Interesting. I would increase their numbers to 8 and replace the flamers with plasma pistols. this way, you get more attacks for having two one handed weapons.
Seeing as you have very little anti-tank without the heavy weapons in the tac squads, i would go triple lascannon on this one.
Ok, looks fine.
In conclusion, i would drop the scouts to keep this list around 1300 points. It looks ok now if you change the scout squad.
looks good but why have heavy weapons on the termies if your going to drop them in the thick of it in a pod? surely theyl be moving alot.
The death of one is a tragedy, the death of a million is a statistic.
Terminator squads can move and shoot heavy weapons, so that doesnt really matter