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Pre-Heresy Ultramarines 7th Company [1500pts].
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Old 04 Apr 2009, 18:28   #1 (permalink)
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Default Pre-Heresy Ultramarines 7th Company [1500pts].

I've decided, once and for all, that I have left too much of my 40K stuff to gather dust in boxes. I am going to finish my bloody Ultramarines once and for all.

However, since a new Codex came out since I wrote the original list, I must redo it. I shall discuss some of the choices I have made:

HQ:

Brother-Captain Mattias, the White Angel of Death
Counts as Sicarius
-200pts.

ELITES:

The Praetorian
Sternguard Veteran Sergeant with Bolter & Power Fist.
Sternguard Veteran with Combi Bolter-Meltagun.
Sternguard Veteran with Combi Bolter-Plasmagun.
2x Sternguard with Bolters.
Drop Pod with Locator Beacon.
-205pts.

Dreadnought 'Helios'
Twin-linked Lascannon.
Missile Launcher.
-145pts.

Dreadought 'Hecate'
Plasma Cannon.
-115pts.

TROOPS:

Tactical Squad 'Vengeance'
Veteran Sergeant with Bolt Pistol & Chainsword.
Marine with Plasmagun.
Marine with Missile Launcher.
7 Marines with Bolters.
-180pts.

Tactical Squad 'Fury'
Veteran Sergeant with Bolt Pistol & Chainsword.
Marine with Plasmagun.
Marine with Missile Launcher.
7 Marines with Bolters.
-180pts.

Fast Attack:

The Vanguard.
Vanguard Veteran Sergeant with Bolt Pistol, Relic Blade & Jump Pack.
Vanguard Veteran with Bolt Pistol, Power Weapon & Jump Pack.
Vanguard Veteran with Bolt Pistol, Storm Shield & Jump Pack.
Vanguard Veteran with Bolt Pistol, Power Fist & Jump Pack.
Vanguard Veteran with Bolt Pistol, Chainsword & Jump Pack.
-245pts

Heavy Support:

Devastator Squad 'Destroyer'
Veteran Sergeant with Bolter.
2 Marines with Heavy Bolter.
2 Marines with Missile Launcher.
5 Marines with Bolters.
-230pts.

Total: 1,500pts.


And now, the general game plan of the army.


One of the Tactical Squads will either Scout or Infiltrate to get a forward position, with the second squad holding back to secure any objectives on my side of the table. Devastators and Dreadnoughts establish covering fire.

The Captain joins the Sternguard, and Deep Strikes. Target is chosen where the 'forward' Tac Squad can give support, but also to line up a Strike-Charge with the Vanguard if possible. Tacs and Sternguard pound their chosen target. Dreadnoughts advance steadily, along with Tac / Combat Squad support.

Vanguard seek a Strike-Charge, hopefully using the Drop Pod to ensure a successful attack. If possible, the Captain will break off to join them, otherwise he'll go where needed.

Army primarily seeks to whittle down the enemy with fire. Devastators will usually split into Combat Squads.
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Quote:
Originally Posted by Tom Norman
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Old 04 Apr 2009, 18:46   #2 (permalink)
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Default Re: Pre-Heresy Ultramarines 7th Company [1500pts].

Looks a solid list, nicely balanced, good short range and long range variety!

Sicarius is lethal when deepstriked with sternguard, you've made good use of him there.
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Old 16 Apr 2009, 22:50   #3 (permalink)
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Default Re: Pre-Heresy Ultramarines 7th Company [1500pts].

Got two games with this list tonight.

The first was over in twenty five minutes; my Tau opponent seemed to fail every Armour Save and Morale Check he had to make. I butchered him in thirty minutes.

The second game was a rematch. Played six turns, did fairly well. Unfortunately, I lost in the end; my Tac Squads got jumped by two Crisis Teams in the same turn, and were pretty much wiped out in point-blank crossfire (a 5-man tac in the corner objective took eleven wounds from Flamers and Fusion Blasters!) Unfortunately, my Vanguard and Sternguard were both bogged down in the far corner trying to take out Broadsides and Pathfinders that just wouldn't die.

Overall, I like how this list plays.
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Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 17 Apr 2009, 08:17   #4 (permalink)
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Default Re: Pre-Heresy Ultramarines 7th Company [1500pts].

Quote:
Originally Posted by Wargamer
The first was over in twenty five minutes; my Tau opponent seemed to fail every Armour Save and Morale Check he had to make. I butchered him in thirty minutes.
You said the game was over in 25 minutes, and you butchered him in 30, are you implying that you got out your rulebook and whacked him round the head?

Quote:
Originally Posted by Wargamer
The second game was a rematch. Played six turns, did fairly well. Unfortunately, I lost in the end; my Tac Squads got jumped by two Crisis Teams in the same turn, and were pretty much wiped out in point-blank crossfire (a 5-man tac in the corner objective took eleven wounds from Flamers and Fusion Blasters!) Unfortunately, my Vanguard and Sternguard were both bogged down in the far corner trying to take out Broadsides and Pathfinders that just wouldn't die.
I trust you were using those ap3 shots from the sternguard, if so, good, maybe you need some more of them?
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Old 17 Apr 2009, 13:26   #5 (permalink)
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Default Re: Pre-Heresy Ultramarines 7th Company [1500pts].

Never fired a single Vengeance round in either game; first game I volleyed him with Hellfire Rounds (wound on 2+) vs his Broadsides, the second game I used Krakens to ignore his 4+ Armour Saves on Pathfinders / Firewarriors. Never got the Sternguard anywhere near a Crisis Suit.
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Old 17 Apr 2009, 17:40   #6 (permalink)
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Default Re: Pre-Heresy Ultramarines 7th Company [1500pts].

Hmm, maybe that was what lost you the second game, those Vengeance rounds can be a real pain as a lot of people can testify.
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Old 17 Apr 2009, 19:18   #7 (permalink)
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Default Re: Pre-Heresy Ultramarines 7th Company [1500pts].

Quote:
Originally Posted by Morglum
Hmm, maybe that was what lost you the second game, those Vengeance rounds can be a real pain as a lot of people can testify.
Against 4+ Saves or less, they are worthless.

Against 2+ Saves, they are also worthless.

You seem to assume every model in the game is A) equipped with Power Armour, and B) stood in the open. Even against Marines in Cover, statistically you're better using Hellfire rounds (3+/2+/3+ as opposed to 3+/4+/4+, plus Vengeance has Gets Hot).

Seriously, Vengeance Rounds are a Magpie addition; most competent commanders will be using different ammo most of the time.
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Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 17 Apr 2009, 19:36   #8 (permalink)
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Default Re: Pre-Heresy Ultramarines 7th Company [1500pts].

Quote:
Originally Posted by Wargamer
You seem to assume every model in the game is A) equipped with Power Armour, and B) stood in the open. Even against Marines in Cover, statistically you're better using Hellfire rounds (3+/2+/3+ as opposed to 3+/4+/4+, plus Vengeance has Gets Hot).
Okay, here's a nice example for that:
I went down to the local store for an apoc game, it was roughly 15k pts a side, around 25k of the gross points on the table was made of marines, and here's the really important part: NOT IN COVER.

I believe Crisis suits have 3+ armour saves, which was what I meant.

Oh, and:
Quote:
Originally Posted by Wargamer
Against Ap 4 or less, they are worthless.

Against Ap 2, they are also worthless.
Surely you mean:
Quote:
Originally Posted by Wargamer
Against models with a 4+ armour save or higher, they are worthless.

Against Models with a 2+ armour save or lower, they are also worthless.
?
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Old 20 Apr 2009, 10:11   #9 (permalink)
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Default Re: Pre-Heresy Ultramarines 7th Company [1500pts].

A bit more progress;

I think the major weakness of this list is the lack of scoring units. With that in mind, I'm considering toning down the Devastators to a 5-man squad (possibly with just two Heavy Weapons), and adding in another Troop choice. By happy chance, I've found several unpainted Scouts (as well as five unbuilt ones). So, Scouts are an option for the third Troop Choice.

They also fit the theme, being able to Infiltrate to a forward position and help support the Scouting / Infiltrating Tac Squad.

Thoughts?
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Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 24 Apr 2009, 13:44   #10 (permalink)
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Default Re: Pre-Heresy Ultramarines 7th Company [1500pts].

Variant list!


HQ:

Brother-Captain Mattias, the White Angel of Death
Counts as Sicarius
-200pts.

ELITES:

The Praetorian
Sternguard Veteran Sergeant with Bolter & Power Fist.
Sternguard Veteran with Combi Bolter-Meltagun.
Sternguard Veteran with Combi Bolter-Plasmagun.
2x Sternguard with Bolters.
Drop Pod with Locator Beacon.
-205pts.

Dreadnought 'Helios'
Twin-linked Lascannon.
Missile Launcher.
-145pts.

Dreadought 'Hecate'
Plasma Cannon.
-115pts.

TROOPS:

Tactical Squad 'Vengeance'
Veteran Sergeant with Bolt Pistol & Chainsword.
Marine with Plasmagun.
Marine with Missile Launcher.
7 Marines with Bolters.
-180pts.

Tactical Squad 'Fury'
Veteran Sergeant with Bolt Pistol & Chainsword.
Marine with Plasmagun.
Marine with Missile Launcher.
7 Marines with Bolters.
-180pts.

Scout Squad 'Novitae'
Scout Sergeant Telion.
Scout with Missile Launcher / Heavy Bolter (not decided yet).
4x Scout with Sniper Rifle.
4x Scout with Bolter.
All have Camo Cloaks.
-227pts.

Fast Attack:

The Vanguard.
Vanguard Veteran Sergeant with Bolt Pistol, Relic Blade & Jump Pack.
Vanguard Veteran with Bolt Pistol, Power Weapon & Jump Pack.
Vanguard Veteran with Bolt Pistol, Storm Shield & Jump Pack.
Vanguard Veteran with Bolt Pistol, Power Fist & Jump Pack.
Vanguard Veteran with Bolt Pistol, Chainsword & Jump Pack.
-245pts


Total: 1,497pts.
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Farewell, Kangaroo Joe, you shall not be forgotten.

Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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