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Old 08-19-2007   #1 (permalink)
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Default ultramarines first company

looking at starting 1st company smurfs. any ideas?? does it have to be squads of 20 termies or 10 vets? or can it be a bit of both? Also is there any info about CAPTAIN AGEMMAN anywhere? ive been looking at getting insignium astrartes for info on squad markings and whatnot but im poor lol so if anyone can help that would be cool.
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Old 08-19-2007   #2 (permalink)
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Are you building an army, or looking for information? Given, that you are asking about squad sizes, I will assume the former.

I would go with the Termie/Scout army: use scouts for troops, and Termies as your main-line troops (and take full-size squads). Plus whatever HQ you want (Captain Agemman, I assume) in Termie armour. As for Fast Attack and Heavy Support, probably just a Land Raider.. or two, depending on points.

Unfortunately, I don't have a lot of info on the Ultramarines. Just the Space Marines Codex. So you probably know as much, if not more than I. Sorry...
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Old 08-19-2007   #3 (permalink)
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If you are going to make a proper first company army for a 1500pt game... I would get a hold of Codex: Dark Angels and use the rules for the Deathwing, as they probably work similar to most 1st Companies.

Or, you could use Codex Apocalypse to make 100 dudes... half of them Termies, half of them Tyrannic War Veterans (or just normal vets) and have a bunch of Landraiders and LRCs...
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Old 08-19-2007   #4 (permalink)
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cool thanks
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Old 08-20-2007   #5 (permalink)
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the dark angel deathwing rules will also be a much better 'codex' version to boot;
- all your termie squads are 5-man!
- you can use company vets and/or regular tactical squads to 'count as' regular veteran squads.
- dreads have more options again which go back to how they were in the original 3rd edition space marine 'dex.
- rhinos, razorbacks & land raiders fill out all the transport options.

as for belial, just re-name him obviously. he does have a few options - shame he can't take a combi-weapon though.
you can still add in a chappy as well with your 2nd HQ choice... plus you can turn 1 termie squad into a command squad w/standard bearer & apothecary!

cheers!
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Old 09-18-2007   #6 (permalink)
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well each company is generally 100 max minus command staff (chaplain, leader etc)

1st and 10th companies are often quite a bit below strength

ultramarines lost a lot of their tactical dreadnought armour fighting hive fleet behemoth, s many of their power armour suits are newer (aquila and errant) though the termi armour has since been replaced.

so you can mix and match if you want.

regardin markings. all vet marines have white rims and heads while vet sergeants have red helmets with white stripe down middle. termies are the same thoug hahve no shoulder rims

ternies have crux on left pad and chapter badge on right. vet marines reverse this
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Old 09-18-2007   #7 (permalink)
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I would not advise this for Ultramarines, sorry.

It just so happens that you need to have Tyrannic War vets for it to be fluffy. I'm not saying it needs to be fluffy, but if you want it to, have some TWV's, or make it pre-Battle of Macragge.

Additionally, you could go all uber-non-canon and create your own fluff, like I like to (Butchering ultrasmurf fluff is very satisfying).

Anyway, whatever you do, have fun with it.

EDIT: Just realised someone's mentioned TWV's, but I have a point to make. UBER-NON-CANON!!! - Mark
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