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Old 05-01-2007   #1 (permalink)
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Default 1000pts Ultramarines

Well here is my 1000pt list for my Ultramarines 2nd Company (lead by Commander Sicarius, the Medusa V model). It is assault based, as you will see.

HQ
1x Master Captain Sicarius (Lightning Claws, Artificier Armour, joined to squad Artox) = 125pts

Elite
5x Assault Terminator Squad Troika = 200pts

Troops
8x Space Marine Squad Artox (1x Heavy Bolter, 1x Melta Gun, Rhino, Vet. Sgt with Power Fist, Rhino) = 215pts
10x Space Marine Squad Kharne (1x Missile Launcher, 1x Plasma Gun) = 170pts
5x Scout Squad Scaro (Armed with BP & CCW) = 65pts

Fast Attack
10x Assault Marine Squad Beltharius (1x Plasma Pistol) = 225pts

Total
1000pts - 40 models

Ok, some explaining to do. Squad Artox is an objective taking unit, and though it is loaded for Close range the Heavy Bolter means that once its holding the objective it can still dish out the pain (Plus its far too underused for 5 points!). Squad Scaro is designed to Infiltrate and offer Close Combat support to any unit that gets 'stuck in', or can be used to draw fire/act as bait. Beltharius is my prized unit, however Terminator unit Troika willl be used in conjunction to serious kick some ass.

Any tips, hints or suggestions?

NOTE: I own all of the models in the list, but i have a very extensive SM bitz box and 5 unbuilt Marines if you think something needs changing.
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Old 05-01-2007   #2 (permalink)
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hm. personally, i really like the fact that you can pull 40 models in an army. i did something similar, and i think i squeezed in around 44 infantry in 1k, so i know how hard it can be. it is definitely an assaulty/chop and slice type army. sooooo let's have a look..:]

hm. sicarius is fine with me. definitely a cool model too, but as for the termies, i'd personally try to squeeze in points for an assault cannon or two, if possible, unless you specifically want to avoid them or something. if you really, really badly need points, dropping a pair of assault marines wouldn't be TERRIBLE, because 8 is a pretty decent number, and they cost a fortune anyways. BUT, if you really want to keep them, it's up to you :] but either way, assault marines definitely fit into the assaulty ness.

i'm liking how you already have purposes laid out for every squad, which is good, you know what you plan to do :] as for armaments, i think it's fine. HB is a great deal, and it really should be used more.

i was going to say that the scouts might end up being unsupported because they move so quickly, but since the scouts are maybe used for bait, it's not so big a deal. but i think a heavy bolter in there isn't a bad thing to consider either. also only 5 points :]


hmm..that's all i can think of right now. any plans for expanding ? :]

good luck!
-ant
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Old 05-02-2007   #3 (permalink)
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well, i'd add a termie & at least one more scout to each unit for scoring purposes... as for the termies, i'd go for a 2:1 ratio between claws & hammer + shields.

the assault squad really, really needs a veteran sergeant to do anything to MEQ units. generally speaking assault marines are actually one of the worst combat units... they are only slightly better than tac marines and move faster. that's it really! every other dedicated assault unit gets an edge such as furious assault, chain axes/choppas, power toys, rending and such. for this reason, i'd honestly drop the unit to 6 +1 flamer and a vet tooled however you like... a nice cheap counter assault unit.

the scouts are your real assault boyz in a marine army! cheap and yet they get just as many attacks as assault marines. infiltrate helps them out a bit getting into position for the first charge...
go for a full scout unit and add in the vet w/power fist + teleport homer simply to give you the edge should ever choose to deep strike the termies...

as for the heavy bolter in the transported squad... personally i'm not a fan of it, but for marines it is pretty damn cheap at least... still though, just so long as you realise you're paying those 5pts for a gun you're likely to shoot only once or twice!

hope this helps,
cheers!
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Old 05-02-2007   #4 (permalink)
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HQ
1x Master Captain Sicarius (Lightning Claws, Artificier Armour, joined to squad Artox) = 125pts

Not bad... but, I think this guy could do without Artificier armor. Its just not worth the points when most units that attack this guy will have power weapons or better. I'd go with an Inv. Save... combat shields are cheap, but Iron Halo's give a much better inv. save, even if it is expensive.

Elite
5x Assault Terminator Squad Troika = 200pts

Add another model... what weapons does the squad have? I would say getting 1 or 2 thunder hammers and the rest have lighting claws. You get much better. Inv. Save AND the ability to smashy tanks and the like.

Troops
8x Space Marine Squad Artox (1x Heavy Bolter, 1x Melta Gun, Rhino, Vet. Sgt with Power Fist, Rhino) = 215pts

I don't like this squad.... first off, drop the Heavy bolter. Second, replace it with frag grenades. A Heavy bolter, while nice and cheap, doesn't really fit in a Rhino Squad. Also, consider getting 2 more marines... most likely from your other squad.

10x Space Marine Squad Kharne (1x Missile Launcher, 1x Plasma Gun) = 170pts

This squad is fine.

5x Scout Squad Scaro (Armed with BP & CCW) = 65pts

Add at least another model... consider filling it up to 10 men, adding a vet. sarge w/ powerfist, and frag grenades.

Fast Attack
10x Assault Marine Squad Beltharius (1x Plasma Pistol) = 225pts

This squad is okay... but like Stitch said, I think it should be dropped totally, that or 6men + flamer.

Total
1000pts - 40 models

Actually, this army isn't bad... even if I did rip it to shreds...
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Old 05-03-2007   #5 (permalink)
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HQ
1x Master Captain Sicarius (Lightning Claws, Artificier Armour, joined to squad Artox) = 125pts
In 1K battles your not going to meet all that many units that can take this guy out too easily though if he is going to be attached to an objective taking squad I do concur that you need to replace the artificer armour with an iron halo for those ranged and close combat inv. saves. (combat shield is no use if hes being filled with lascannon shots)

Elite
5x Assault Terminator Squad Troika = 200pts
This is fine as it is but I do suggest you find some way to add 1 more, maybe take away 2 of the firesupport marines (they seem like they're only going to be ablative armour anyway). Im not a fan of terminators in forces under 3k but what ever keeps you happy...

Troops
8x Space Marine Squad Artox (1x Heavy Bolter, 1x Melta Gun, Rhino, Vet. Sgt with Power Fist, Rhino) = 215pts
Reading your explanation for the heavy bolter I actually agree with you- the marine isn't going to be worse than any other in cc and even if he only gets to fire on 2 turns hes more than likely going to earn his pts back.

10x Space Marine Squad Kharne (1x Missile Launcher, 1x Plasma Gun) = 170pts
Nice but like I said above, if you want to get some spare pts take 2 marines from this squad

5x Scout Squad Scaro (Armed with BP & CCW) = 65pts
Try to add at least another scout and possibly a vet. sgt with a teleport homer so your termies (if they deepstrike) can be pinpoint accurate.

Fast Attack
10x Assault Marine Squad Beltharius (1x Plasma Pistol) = 225pts
Now I've had mixed results with Assault Marines, but I suggest you ignore everyone who is saying this squad should be dropped or cut to 6 men (8 at very most if you are gonna start cutting), because not only are they marines with an extra attack (2 ccws) but there speed can also help you to claim objectives late in the game- something thats not going to happen if you've cut them down so far they're a easy victory pt pile for an opponent
Total
1000pts - 40 models

Right if I had to I'd drop the terminators and bulk out the rest of the squads with extra lovelies (vet. sgts w/power fists etc) but I know how devastating Assault Terminators can be on the charge and in a 1K battle I can imagine them rolling up an enemies battle line quite easily, so except for my proposed changes I dont see much wrong with this list...just never play me or I'll cry
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Old 05-04-2007   #6 (permalink)
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Fast Attack
10x Assault Marine Squad Beltharius (1x Plasma Pistol) = 225pts
Now I've had mixed results with Assault Marines, but I suggest you ignore everyone who is saying this squad should be dropped or cut to 6 men (8 at very most if you are gonna start cutting), because not only are they marines with an extra attack (2 ccws) but there speed can also help you to claim objectives late in the game- something thats not going to happen if you've cut them down so far they're a easy victory pt pile for an opponent
Total
1000pts - 40 models

Good point Baron... however, the reason that I would cut them is that so many expesnive models in 1k is not good! And, IMO, these guys, with their speed, and a flamer make great counter assault teams (hide behind a nice big size 3 terrain piece... then BOOM! FLAMERS! assault... 18 hits I4 hits (or 15, but 3 p. fists) and well... bye ).
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Old 05-04-2007   #7 (permalink)
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I could easily drop the Artificier Armour on Sicarius for an Iron Halo. However i am against doing anything to squad Artox - i like this unit best.

Im not sure about the Assault Marines - could someone post up the Pro's and Con's of keeping them 10 strong?

I can easily drop 2 or 4 men from squad Kharne to free up some points to allow a Teleport Homer and Power Fist to be stuck on the Scouts.

The only reasons i have squads of 5 is because of the currrent model limitations....
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Old 05-04-2007   #8 (permalink)
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the main problem i find with assault marines is that for a dedicated assault unit, they simply aren't very good at it! (one of the smurf's main crutches actually...)
while they are fast, they're simply little better in an actual assault than a tactical marine. (they get an extra attack...) other loyalist chapters such as the space wolves, BA's & templars do the job much better as they have vet skills and/or special rules such as the emp's champ vows.

add to this that every other army's specialist assault troops are better than an assault marine!
- banshees get power toys & the mask.
- harlequins have rending & high 'I'
- possessed are stronger, faster & can gain rending
- 'zerker's & orks get chainaxes/choppas on top of skills like furious charge or PotW.
- 'stealers have insane 'I' and rending, plus lots of tasty bio-morphs & 'fleet'.
- wyches get a handy invulnerable save and wych weapons on top of high 'I'.
so really, the 'codex' assault marines are left lacking...

now granted, they're good for throwing into an enemy's 'basic' troops like guardians (just watch out for an enchanced warlock!) imperial guardsmen and such, but against anything remotely heavily armoured, they simply can't cause enough damage in general...
now, having a small unit to hold back and either pick on an isolated/under-strength enemy unit is handy, as it a mobile flamer or 2! and as pointed out above, they can be very usefull for taking/contesting an objective late in the game...

still though, i've found that scouts or veterans are much better actual 'assault' troops as they're either dirt cheap or else can take lots of specialist gear like power toys and vet skills!

cheers!
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Old 05-04-2007   #9 (permalink)
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I think Stitch said it pretty well. Allow me to repeat it.

Pros:
Fast, 2 flamers makes tasty counter assault. P.fist makes deadly unit against MCs and Tanks (I once had a p. fisted sergeant survive (on his own) against a Hive Tyrant for like 2 turns, it was funny... still, I didn't manage to kill it. ).

Cons:
Expesnive for what you get. Not worth it in big squads alone.

Note: Adding a Jump Pack Chaplain gives you a nice boost... reroll to hit and fearless does add something.
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Old 05-05-2007   #10 (permalink)
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Quote:
Originally Posted by masterofweirdness View Post
Note: Adding a Jump Pack Chaplain gives you a nice boost... reroll to hit and fearless does add something.
true... but any mission using escalation or else forcing your fast attack/HQ's and such into reserves will screw-up that idea as you'll need to rely on making both reserve rolls on the same turn!

i've seen many a tournament smurf army crash and burn because the individual did not plan for that outcome!
smurf player; "but, they're going to fight as one squad so i'll just make 1 roll for both of 'em?!"
opponent; "well, that would be nice wouldn't it except that the chappy & assault squad are seperate units on the FOC!"
smurf player; "crap, just the chappy turned up..."

when it works, the chappy-led assault squad is decent. but always keep it in the back of your mind that it can be a two-edged sword and there will be times when things arrives on different turns.

cheers!
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