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Terminator
18th September 2007, 02:47
Ok guys, I want to make my ultras as bread-and-butter codex (and competitive!) as possible, using the most mainstream, regular units to make the most balanced, genuine, ultramarinish list ever. Please let me know if there should be changes, or if this could even work. Thanks.

[HQ]
Chapter Master @ 120 - Terminator armor, storm bolter & power weapon
Terminator Command Squad (5) @ 240 - 2x assault cannons

[Elite]
Dreadnought @ 130 - Assault cannon, DCCW/storm bolter, extra armor, Venerable

[Troops]
Tactical Squad (8) @ 171 - Missile launcher/flamer; veteran w/ powerfist & teleport homer
Rhino APC @ 58 - Extra armor & smoke launchers

Tactical Squad (8) @ 171 - Missile launcher/flamer; veteran w/ powerfist & teleport homer
Rhino APC @ 58 - Extra armor & smoke launchers

Tactical Squad (8) @ 171 - Missile launcher/flamer; veteran w/ powerfist & teleport homer
Rhino APC @ 58 - Extra armor & smoke launchers

Scout Squad (6) @ 113 - Heavy bolter, 5x sniper rifles

[Fast Attack]
Assault Squad (10) @ 265 - 2x plasma pistols; veteran w/ powerfist & teleport homer

[Heavy Support]
Devastator Squad (6) @ 195 - 3x lascannons

TOTAL: 1750 points!

Angelofblades
18th September 2007, 03:31
The assault squad looks out of place.

Everything is all shooty, then you have this one assault squad.

I would switch them out for tornados.

265 points, you sure could get alot of tornado's with those.

Tahaal
18th September 2007, 03:57
Yeah, but then his 3 Tactical squads are in rhinos... hey, Terminator, could you give us a short something explaining what you're planning on doing with the army. It looks like a generic "close-quarters-with-some-long-range-support" army, but I just want to make sure.

scythes
18th September 2007, 16:44
I know you said as much codex as you could, but you could go a long way taking cleanse and purify and switching all 3 of those missile launchers to flamers. Other than that maybe drop 2 of the missile launchers and put one in the dev squad making it 3 las/1 ml. Maybe if you drop the missile launchers and switch the flamers out for plasma guns or meltaguns to make them a bit more assaulty and more able to backup the assault squad.

That's about all I can tell, I like the list over all, just not the combo of ML/flamer.

Terminator
18th September 2007, 17:02
Thanks for the feedback guys. I run an Ultramarine army, hence my reasoning for wanting a purely codex force. I agree that "Cleanse & Purify" would be wonderful, but sadly, not an option for me.

AoB - the Tornados are a great idea. I like the assault squad a lot, but that would be a great option.

Basically, in setting up this army, I wanted to take all the things that would normally be in a codex SM force. Marines are generally in three types of units - tactical, assault, and devastator squads. I figured adding scouts would make it even more flavorful. To top it all off, the dreadnought and terminators are my two favorite units in the game, so I wanted to add them for elite and HQ.

That gives me four Troops choices and one of every other choice, which is balanced. The army is supposed to be versatile and flexible, like an ultramarine force would be, I imagine.

The army is set up in three parts - a dedicated offensive section (the Terminators and assault squad) the versatile tactical squads supported by the dreadnought and fire support (the devastator and scout squads).

I've considered dropping the jump-pack squad to 8, perhaps to beef the scout squad for close combat or to equip the dreadnought with lascannon/ML for range. I agree the flamer/ML might not be a great combo, I might just throw meltaguns in the squads so that I can shoot them and assault an armored thing with the powerfist.

In my previous army I ran four 6-man tac squads with las/plas. Very effective, but it seems to limit my main troops to fire support, which doesn't seem as flavorful.

Anyway, all suggestions are welcome. I'll try shifting a few points and editing the list above. Thanks all!

Terminator
18th September 2007, 17:12
Ok everyone, here's the edited list - switching up roles for the dreadnought. I might still try CC scouts if I don't like these. Any thoughts?

[HQ]
Chapter Master @ 120 - Terminator armor, storm bolter & power weapon
Terminator Command Squad (5) @ 240 - 2x assault cannons

[Elite]
Dreadnought @ 170 - Twin-linked lascannon, missile launcher, extra armor, Venerable/Tank Hunter

[Troops]
Tactical Squad (8) @ 160 - Plasma gun; veteran w/ powerfist
-->Rhino APC @ 58 - Extra armor & smoke launchers
Tactical Squad (8) @ 160 - Plasma gun; veteran w/ powerfist
-->Rhino APC @ 58 - Extra armor & smoke launchers
Tactical Squad (8) @ 160 - Plasma gun; veteran w/ powerfist
-->Rhino APC @ 58 - Extra armor & smoke launchers
Scout Squad (6) @ 118 - Missile launcher, 5x sniper rifles

[Fast Attack]
Assault Squad (10) @ 265 - 2x plasma pistols; veteran w/ powerfist & teleport homer

[Heavy Support]
Devastator Squad (6) @ 180 - 2x lascannons, 1x missile launcher

TOTAL: 1747 points!

WarEagle
18th September 2007, 19:39
I would switch the plasma gun for a melta if you plan to assault, but if you plan on being assaulted then its fine

Terminator
19th September 2007, 01:00
Yeah, I kind of plan on pulling up to the enemy, bailing my marines out and unloading a ton of rapid-fire. The powerfist is mainly there as a deterrent and for counter-attack - maybe to charge a vehicle or monstrous creature in a pinch. But switching to meltas would be fairly easy.

Lemartes
19th September 2007, 12:38
Maybe give 2 squads plasma and 1 melta? or the other way around? that way you have some sort of close range anti tank aswell (other than the power fists of course)

Why have you got one squad costing more than the other 2?

Terminator
19th September 2007, 18:32
Ah, I made an error. Will fix. The one & two idea might be a good choice for some versatility.