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Ultramarines Second founding List, CC plz
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Old 10 Nov 2006, 19:49   #1 (permalink)
Shas'Vre
 
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Default Ultramarines Second founding List, CC plz

Here is a WIP list im going to start with all the cash i seem to rake up after Christmas. I have been playing ultramarines, then nids.... i then started playing my ultramarines like i did nids, so i decided to get World eaters. But i am too much of a loyalist lover so this is what i have settled on. Its an Ultramarine second founding chapter, and ideas on name be great.

Hq: Chaplain
Lightning claws (yea it with have a crucious and some other converted CC wep, but ill tell my opponent it counts as claws)
Jump pack
Termi hounours
Frag grenades
151

Elites: Veteran Assault squad (I)* 7
All furious charge
Sergeant, termi honours, combat shield, bolt pistol, thunder hammer, artificer armour. (a second character in his own right basically )
All melta bombs
264

Elites: Veteran assault squad (II)* 10
Furious charge
2* flamers
Sergeant, termi honours, combi flamer
282 (chaplain joins here)

Troops: Tac * 5
Frag grenades
Meltgun
Sergeant, termi honours, power weapon
115
Transport: Rhino
Smokes
53

Troops: Scouts *5
3* sniper rifles
heavy bolter
1 bolter
90

Fast attack: 2 landspeeders with multi meltas
130

Fast attack: Assault squad (III)*10
2* flamers
Sergeant, termi honours, combi flamer, power weapon.
262

Fast attack: Assault squad (IV) *5
Melta bombs
Sergeant, termi honours, combat shield, thunder hammer.
170

Total 1522 (im sure my opponent will let me off 22 )

Traits: Blessed be the warriors
No mercy, no respite.

(forget the disadvantage name, means i am limeted with relics and terminator squads)



Tactically: The chaplain with his squad kills massed infantry, - hard hitting with 3 flamer templates to soften up the enemy before the charge.
Veteran assault II are tank killers, with that lovely thunder hammer and melta bombs.
Speeders hunt tanks before being shot... i find they die really easly... but if they can take down a russ or 2 it be points well spent
Tac squad whizzes up in rhino and may try to melta a tank on the way (fire points rhino- 2) before charging a infantry squad.
Scouts sit back try kill weak armoured troops.
Assault squad III - another anti infantry squad.
Assault squad IV- tank hunters, thunder hammer and melta bombs make short work of tanks.

Any comments on improvements that can be made?

Its a competative list and seems to suit my style of play nicely :P
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Old 10 Nov 2006, 19:51   #2 (permalink)
Shas'Ui
 
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Default Re: Ultramarines Second founding List, CC plz

May I point you in the direction of the "Space Marine Army List's" board?

http://forums.tauonline.org/index.php?board=108.0
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Old 10 Nov 2006, 20:02   #3 (permalink)
Shas'Vre
 
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Default Re: Ultramarines Second founding List, CC plz

Yes, yes u may. :-[
Lol sorry. *Calls* Mod? MOD? ... err can u move my topic please?
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Old 11 Nov 2006, 01:52   #4 (permalink)
Shas'Ui
 
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Default Re: Ultramarines Second founding List, CC plz

HQ
Chaplain - Pretty nice, but please designate whether he's a Master of Sanctity or Reclusiarch (I can tell he's a Reclusiarch, though)

Elite
ASI - Drop the thunder hammer for a power fist and the artificer armour altogether; he won't be using that and the thunder hammer is far too expensive for what it does.

ASII - Pretty good, but I'd drop a few marines here to fill up the first squad and attach your chaplain to that. Might want to get a power weapon or something on the sergeant. Remember to keep even numbers, so drop it down to 6.

Troops
Tac - Even numbers. Put another Marine in there.

Scouts - Even numbers. Put another Scout in there.

Fast Attack
Landspeeders - Not a big fan of multi-meltas... Assault cannons are better tank-busters, but are more expensive.

ASIII - It's fine.

ASIV - Even numbers; if you dropped ASII down to 6 men, then you can use the fourth to get this squad to 6 (three would've gone to ASI). Drop the thunder hammer for a power fist.

Overall
All in all, the list is alright. Its mobile flamers make for a good amount of anti-infantry, and your speeders provide an amount of anti-tank, as well as melta bombs. However, you lack some serious numbers. You'll be eaten against 'nids and actual world eaters.
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Old 11 Nov 2006, 15:07   #5 (permalink)
Shas'Vre
 
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Default Re: Ultramarines Second founding List, CC plz

Quote:
(I can tell he's a Reclusiarch, though)
Good powers of perception there.

I did origionaly have the squads filled out more... but i had to cut a few members to try and get me near 1500 pts.... I may jump the list to 2000 pts. Then i can fill out the squads as u suggest and perhaps buy a landspeeder tornado or even squease in a CC bashy drop pod dread? (compleat with a heavy flamer)



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