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New UltraMarines Rules.
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Old 07 Nov 2004, 01:14   #1 (permalink)
Shas'O
 
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Default New UltraMarines Rules.

How great are the new ultra marine only special squads? ( that was rhetorical by the way as they are unbelievably awesome).

The tyrannic war veterans have some brilliant rules for instance they can use grenades in combat against non vehicles, and due to the fact that their preferd enemy is nids the grenades can be used to devastating effect against them and they are still pretty great against other targets.

They also get special ammunition for their HB's which is extremely powerful.

They get 2 skills and 2 types of grenades for just an extra 2 points.

They are a fantastic unit but i can see every marine tourney army with all their elites choices filled with these as they are far better than regular vets but cost less. Despite this i wont complain as the rules are cool and original and they are a big part of the ultras fluff.

The honour guard are also great they all come with special big ornate axes and they count as a special command squad that includes a powerful standard bearer and the ultra-marine equivelant of the emporers champion who is for superior to the regular company champion ( well this guy is the chapter champion). You can also detatch members of the guard to lead other squads. With this squad you do pay for the benefits but they are great non the less and the pictures of them look fantastic they all have a big imperial aquilla on their face plates that extends off the helmet.

Many, many people will probably start collecting ultras now.
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Old 07 Nov 2004, 14:54   #2 (permalink)
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Default Re: New UltraMarines Rules.

yep they are as tight as a virgin butterfly
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Old 07 Nov 2004, 17:03   #3 (permalink)
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Default Re: New UltraMarines Rules.

I'm pretty sure you can get an Honor guard for all the chapters, but either way, I just want that helmet on my terminator captain!
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Old 07 Nov 2004, 17:41   #4 (permalink)
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Default Re: New UltraMarines Rules.

Nope it's just ultramarines.

I'm very tempted to get ultra marines with these units especially the tyranic war veterans ( and i have a mate who uses nids).

Nid players will feel very hard done by as thie squad is devestating against them, they can take down anything from a gaunt horde to a carnifex very, very easily.

I think the main reason that there were a lot of ultra marines around in the last edition was the battle report in the rulebook, i had 3 mates who started as ultar marines just because of that reason. Now with these squads we will see even more ultra marines and as they are a great chapter it can't be a bad thing.

I really do hope they bring out the honour guard models.
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Old 07 Nov 2004, 19:28   #5 (permalink)
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Default Re: New UltraMarines Rules.

Ultramarines are fantasic! I got the Codex yesterday... definately worth it.
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Old 08 Nov 2004, 01:30   #6 (permalink)
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Default Re: New UltraMarines Rules.

Quote:
Originally Posted by Arguleon-veq
I'm very tempted to get ultra marines with these units especially the tyranic war veterans ( and i have a mate who uses nids).

Nid players will feel very hard done by as thie squad is devestating against them, they can take down anything from a gaunt horde to a carnifex very, very easily.
They'll need to roll 6s to hit it tho, as "preferred enemy" doens't work against monstrous creatures.

Although, they are deadly against warriors, raveners, and anything like that!

almost makes me sad that I stopped playing ultras and made a DIY chapter...
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Old 08 Nov 2004, 05:34   #7 (permalink)
Shas'El
 
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Default Re: New UltraMarines Rules.

Do you mean 6's to wound? The hardest you can have to hit anything (other than a few special rules) is 5+., and marines are normally 6's to wound the Tyranid monstrous creatures.
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Old 08 Nov 2004, 07:57   #8 (permalink)
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Default Re: New UltraMarines Rules.

Sorry, i was referring to their krak grenade special ability - hits on 6+ unless against a preferred enemy (3+). Teach me to post right before an exam...
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Old 08 Nov 2004, 12:03   #9 (permalink)
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Default Re: New UltraMarines Rules.

Hehehe, I just remmembered some old story from the Space Wolves Codex, I beleive, where one of the marines feeds a Carnafix a lit krak grenade.

So wait, preferred enemy won't work against monsterous creatures? As in, thats a loosing situation against a Carnafix?

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Old 10 Nov 2004, 01:04   #10 (permalink)
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Default Re: New UltraMarines Rules.

I may be wrong (again, posting right before an exam, and I don't have my BGB with me), but preffered enemy doesn't work against monstrous & tyranid monstrous creatues (something about people tending not to live long enough against them to figure out how to hit them). However, normally you'd need 4+s to hit 6s to wound and the carnifex/tyrant would get it's save, now you need 6+s to hit 4+s to wound and the carnie/tyrant gets no save. You don't have to use it if you don't want to tho.
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