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  1. So just a post to display some of the models I've recently painted as I've gotten back into Heresy recently. Age of Darkness is what got me back into the hobby right back on the 31st of Decemeber 2022/1st January 2023 so almost 2 years ago now. I put some of the models together, then only painted like 2 of them (a praetor with sword and a contemptor dread). The Tech-Marine was part painted then never finished til now. However, finally having actually had a couple of games of it now I'm in the mood for painting more Ultramarines etc. Annoying though to find out that a lot of the resin stuff is now completely oop when the plastic kits don't quite replace what was made in resin.. Leetu or LE2, I have 4 of the original ones I believe I've posted some time in the past, however they, along with all my RTB01 marines, are too small to use with Heresy now unless I put them all on tactical rocks or put a good 4-5mm of cork under the base which I can't be bothered to do. So I'm using 1 of the 2 anniversary ones I have unboxed (have 3 more boxed) Anyway, here's what I've painted. I hope you all like them. I'm currently finishing up a kitbash I did of a Custodes Vertus Jetbike for a Praetor on a better looking Scimitar Jetbike than the boring looking Sky-Hunters. I also need to paint the last 3 of my Veteran squad up. The old Master of the Arsenal model (it's the original metal one) is being used as a Centurion Will need to get my standard bolter bois done up so that I have the 1HQ, 2 Troop mininum but made a decent start on stuff.
  2. Having been barely keeping up with the hobby for several years, Indomitus reignited my passion for 40k last year, so I decided to try to actually build a force. This time it will be Primaris space marines, but still my beloved 3rd Company of the Ultramarines. The plan is to build the complete company, including officers and attached specialists and a dreadnought, plus a ten-man Deathwatch kill team, and such a project needs a fresh thread, so here I am. In terms of bulding the company, I will be dividing it into combat squads, to avoid becoming overwhelmed or bored, and alternate those with Deathwatchers and officers, so that it will go Combat Squad > Deathwatch > Combat Squad > Officer > Combat Squad > Deathwatch... and so on. This should offer a decent balance between progress and sameness of models. I started an Intercessor veteran sergeant (the 30th anniversary model) as a one-off before I decided to make a full army, so I decided to finish him before doing the rest of the combat squad. If you visit the Ultramarines subforum, you may have seen him, but here he is again with one of the Necrons the 3rd is fighting: The Necron is really just a color scheme test model, not the start of an army, any time soon at least. The rest of Combat Squad Ardias is in progress, with their bodies only needing cleanup: The bolt rifle arms are coming along too, I just need to highlight the black and tidy up everything before gluing them on. Then it's just the other arms, backpacks and heads and then finishing touches. Of course, an Intercessor squad isn't the end of it. I have plenty of plans for all the squads and in particular the command cadre. I don't feel like typing out all the minute details of my plan that I've spent the last nine months overthinking, so for now I will just finish off with something black for now:
  3. I was lucky enough to pick up a copy of the Space Marine 2 Receuit Edition today at my local Warhammer store. I’ve not had a a huge amount of motivation to paint recently so want to try something to get me to pick a brush in earnest. That coupled with a need to practise painting Leviathan nids for the base decorations of my new Blood Angels has led to this… ”I, Casual_Heresy, being of (un)sound mind and body, hereby pledge to fully paint the Space Marine 2 Recruit Edition box in one week and one day, finishing by 23:59 on 6/10/24.” Why a week and a day? Because I’ve got a double shift at my second job next Saturday so won’t have much painting time that day. So let’s do this! Here is where we start at 18:00 today.
  4. Hi I’m Casual Heresy, and I’m a hobby butterfly. And that’s okay. Afternoon all. A combination of the forum upgrades and downtime from catching Nurgle’s blessing (covid) for the first time means I’m finally going to start the WiP log I’ve always meant to start. I love space marines of all types so always have multiple projects on the go. Currently, I’m focussing on Black Templar reinforcements for the August Throne of Skulls at Warhammer Workd with heresy era ultramarines in the background. But various other armies and one off projects will pop up over time. Currently I’m about to finish the first of two Redemptors for my Templars, and a Contemptor I finished yesterday is waiting on tufts. After that there is only Grimaldus and his boy band, a Primaris Techmarine and Castellan to go.
  5. The Roar Before Silence Fell To robbery, slaughter, and plunder they give the lying name of Empire; They make a solitude, and call it peace. Attributed to the Kalidonaeon, Kilgaccus, by the Historator Takitis, M0.1, Terra The imperial regime owes its legitimacy to force, and at no time does it attempt to conceal this nature of being. Attributed to the Philosopher and Revolutionary Fannon, M1.9, Terra The sword was given for this, that none need live a slave. Attributed to the Historator Lucanis, M0.1, Terra Artwork by Richard Wright (From 6th Edition Rulebook, I think?) The wars of mankind across the galaxy, from the rage of the Horus Heresy to the fury of the Black Crusades and unto the dying years of the Time of Ending, have been but the death throes of a civilization so far fallen it cannot understand what it has lost. From the promise and hope of the first years of exploration and the Age of Technology, mankind has fallen to a barbarism so complete it cannot mourn its own fall. Through the Age of Darkness, and into the Age of the Imperium, no glory has borne a resemblance to the shadows of that which came before it. The Emperor, for all his power and might, which are storied, built an empire from the shattered pieces of what came before. He could not know that the pieces would not align; that they would prove to be less than the sum of their parts. When they fell, and He failed, it was not in spite of, but because of His power that hope dwindled. In the aftermath of His Imperial Majesty, there was no equal and the echoes of His coming grew still in the long years of entropy. His works still labour on, broken and bleeding towards as slow a death as they can muster. Heroes have risen, and come, and fallen, and gone, and still His Imperium remains. It is not the pillar of fire and light that He imagined it to be, but the embers of a dream slowly swallowed by an encroaching darkness. And in that darkness, in the last embers of humanitys struggle, the galaxy burns to the chorus of the roar before silence fell. Aside 2020.9.28. I've always wanted to launch a WIP thread on the forums, but I've never had the dedicated time to work on making it a project that interested me more than simply posting the odd picture in some existing threads, or following along on a challenge, such as Call of Chaos (which I failed last year), or my much more successful efforts through this years 12 Months of Hobby Challenge (thanks Grotsmasha). I knew that if I was going to launch a WIP thread, I wanted it to be something special for me and a place where I could mix in my love of the lore and the hobby, while carving it out as a special place for the narrative side of modelling and gaming as I've loved to see in other threads, of which the work of The Observer, Apologist, Noctus Cornux, Marshal Rohr, Tyrannicide and many others that I've seen and can't recall over the 8 years (wow!) I've lurked and sporadically posted. The Iron Warriors have been my truest calling for most of that, but the Night Lords and Ultramarines have captured me along the way as well. I think I blame Storm of Iron, the Night Lords Trilogy, and the Ultramarines of the Heresy and First Tyrannic War for feeding those fires so long ago. These will be at least the initial forces that Ill be working on painting and converting to a reasonable level, and well see how far that takes me. There will be some overlap in posts here with those in the 12 Months of Hobby Thread, and some of the Liber challenges that are ongoing. Im not sure how far this will go, but Im eager to find out. My plan is to leave space below for additional Table of Contents to be added later, as I add different Warzones to this thread. I already have two in my head that I want to pursue and should offer some unique opportunities for hobbying and modelling. Who knows how long it will take me to reach there though. Warzones of a Hobbying Mind M41-M42 The Llagos Sector Enemies of the Emperor of Man! You have trespassed upon his dominion, and we are his vengeance come upon you. Captain Domician of the Ultramarines 5th Company at the Second Battle of Dracia. Come then, and let us test the measure of vengeance against hate. Unidentified Iron Warrior in response. Table of Contents Free Legions of the Long War; also known as the Heretic Astartes, Slaves to Darkness and the Tyrants of Llagos 7th Grand Battalion, Iron Warriors; Keepers of the Standing Stones The Talons of Twilight, Night Lords; The Bloodied Choir The Llagos Crusade; also known as Liberation Fleet TU-2020, and the Crusade of His Hand Returned to Redeem in Fire 5th Company, Ultramarines; Wardens of the Eastern Fringe
  6. The characters, Leviathan, and Contemptors stick together to form the center of the army. Vehicles are much better at protecting characters in 9th, so no need for Intercessors in this list. With 7 Scout deploy units, and up to 6 pre-game redeployments (3 from Lord of Deceipt, 3 from Rapid Redeployment) it will be extremely hard to lock this list down from getting where it needs to be early game. I swapped from my typical Quad Lascannon Relic Contemptors to DCCW Twin Las and Cyclone loadouts because of the huge improvements melee Dreads got. Each is fully capable of one-shotting most T7 W10 vehicles with just a little luck or a well placed re-roll. The Invictors apply significant forward threat to enemy backfield units if I go first, or can pull back to reinforce the ball of Dreads if they're in danger when I go second. The Relic Contemptors are also fully capable of operating on their own as they can pop Wisdom of the Ancients for to-hit re-rolls and use command re-roll for wounding/damage. I do think there is a case for The Indomitus Discipline to make a return in 9th. Especially if the new <CHAPTER>Core mechanic is the dreaded nerf to FW units we've been living in fear or. Smaller tables should make the re-roll from Scryer's gaze easier to pull off, and the increased likelihood of characters being shot at makes the 5++ and -1 to be hit much more valuable on Tigurius now. Phychic Shackles is pretty much the only choice for the third slot, and whilst heavily situational, might be of some use given the increased amount of combats 9th will have. Incursors have a lot of nifty tricks for keeping themselves safe. Stacking their smoke grenades and obscuring cover can negate most bonuses to hit and with a marine statline they're able to find off most other factions smaller units for a round or two of melee. They also have the added bonus of being able to fall back and shoot without penalty due to their targeting arrays and with the prevalence of cover in 9th are typically going to have a better functional AP than Intercessors. Paired Combat Blades also gives them a tiny boost over Intercessors (though that balances out once Intercessor Sergeants gain access to the new chainsword rules). I am not totally sold on Eliminators being a requirement for 9th. Initially It will probably be easy to blow out units protecting heroes, but I think as people become more adept at the 9th edition mechanics snipers will come back into play. The Leviathan only going up by 47pts is a HUGE bonus for him. He was already amazing, and the smaller table size and ability to shoot into CC with his storm cannons makes most people MUCH less inclined to try to charge the dreads and lock them up. ++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Ultramarines) [99 PL, 13CP, 1,999pts] ++ **Chapter Selection**: Ultramarines Battle-forged CP [12CP] + HQ + Chief Librarian Tigurius [7 PL, 135pts]: 1) Veil of Time, 2) Might of Heroes, 3) Null Zone Lieutenants in Phobos Armour [4 PL, -1CP, 78pts] . Lieutenant in Phobos Armour: 2. Lord of Deceit, Seal of Oath, Stratagem: Hero of the Chapter . . Heavy Bolt Pistol and Combat Knife Marneus Calgar [11 PL, 2CP, 210pts]: Warlord + Troops + Incursor Squad [5 PL, 105pts]: Incursor Sergeant . 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired Combat Blades, 4x Smoke Grenades Incursor Squad [5 PL, 105pts]: Incursor Sergeant . 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired Combat Blades, 4x Smoke Grenades Infiltrator Squad [5 PL, 120pts]: Infiltrator Sergeant . 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine + Elites + Invictor Tactical Warsuit [6 PL, 165pts]: Fragstorm Grenade Launcher, Heavy bolter, 2x Ironhail Heavy Stubber, Twin ironhail autocannon Invictor Tactical Warsuit [6 PL, 165pts]: Fragstorm Grenade Launcher, Heavy bolter, 2x Ironhail Heavy Stubber, Twin ironhail autocannon Relic Contemptor Dreadnought [13 PL, 193pts]: Cyclone missile launcher . Dreadnought melee weapon: Dreadnought combat weapon, Storm bolter . Twin lascannon Relic Contemptor Dreadnought [13 PL, 193pts]: Cyclone missile launcher . Dreadnought melee weapon: Dreadnought combat weapon, Storm bolter . Twin lascannon + Heavy Support + Eliminator Squad [4 PL, 90pts] . Eliminator Sergeant: Bolt sniper rifle, Camo cloak . Eliminator with Bolt Sniper: Camo cloak . Eliminator with Bolt Sniper: Camo cloak Eliminator Squad [4 PL, 90pts] . Eliminator Sergeant: Bolt sniper rifle, Camo cloak . Eliminator with Bolt Sniper: Camo cloak . Eliminator with Bolt Sniper: Camo cloak Relic Leviathan Dreadnought [16 PL, 350pts]: 2x Heavy flamer, Storm cannon array, Storm cannon array ++ Total: [99 PL, 13CP, 1,999pts] ++
  7. Hello All, Just thinking about how I want to make my Firstborn list going into the new Codex - the buffs are quite nice, and of course the list will need to be revised whenever GW decides to release the updated FW datasheets, but until then... I was thinking of dropping the Razorbacks back to the Rhinos and adding in a Techmarine to take care of the dreads, but his +1 to hit won't really do anything for them at the moment. The Praetor is the Bike Captain. Biker Captain - Power Fist, Storm Bolter, Vengeance of Ultramar, Exemplar of the Chapter (-1cp), Warlord: Adept of the Codex, Paragon of War LT - Power Axe, Plasma Pistol, Relics of the Chapter (-1cp): Seal of Oath, Jump Pack Tacs: 5 Marines, Plasma, Combi-Plas, Astartes Chainsword (sgt) Tacs: 5 Marines, Plasma, Combi-Plas, Astartes Chainsword (sgt) Tacs: 5 Marines, Missile Launcher Tacs: 5 Marines, Missile Launcher Bikes: 9 models, 2 Melta, 1 Combi Melta, 1 Multimelta, everyone else switches BP to Chainsword Leviathan: 2x Stormcannon Array Contemptor-Mortis: 2x Twin Las, Cyclone Missile Launcher Xiphon Razorback: Twin Assault Cannon Razorback: Twin Assault Cannon Thoughts? Thank you,
  8. I'm starting a small "inter-project" project to enforce a pause on all deadlines, armies, etc - sort of a hobby pit stop. It will feature one off models where I paint something different, try out new techniques and pay tribute to armies I like. First off are the Ultramarines, I grabbed some bits and short of final clean up and maybe an addition to the base he's ready for priming: I have a decent number of blues, and this will be my first time doing proper codex bits (my DIY chapter follows the codex aside from the visual parts, where they only use the white helmets for veterans). What company should I do? Anyone got recipes to share?
  9. Got a lot of time on my hands these days, so finishing up many of my half finished models. I think I've painted more in the last 4 months than I have in the last 5 years! Eagerly awaiting Indomitus to add some of those sweet new units!
  10. My first squad of 2021 are these 3D printed Invader Terminators from PopGoesTheMonkey.
  11. I've been holding off on making any 9th edition lists until I knew what was going to happen to my treasured FW Dreadnoughts (it's not pretty). Now that I know, I've begun toying around with lists. Ideally the characters can hand out around one or more of the dreads/intercessor squads to benefit from "Look Out Sir!". But the list also has the ability to open up and spread out over quite a bit of distance thanks to the Vox Relic and Inspired Command Stratagem. It sucks losing out on the LT re-rolls, but with 4 dreads I should be able to maintain it through Wisdom of the Ancients for at least a few turns. The Master of the Forge makes the Dreadnought posse into a truly terrifying melee threat, with each dread throwing out 6 Attacks dealing 3 damage (+d3 on the Redemptors). With 18 MM shots it should be able to thoroughly trash vehicle lists, and through outflanking and terrain should be able to weather Alpha Strikes pretty well. Originally I was floating around using a Chapter Master, but with the loss of any single big unit to buff I don't think it's too much of a loss. Blade Guard are tough and should be able to advance to cover objectives and provide significant melee threat. Finally, because of the quantity of MM shots, the Redemptor Dreads should be able to focus their Plasma onto heavy infantry units. I think the list is a little light on horde clearing, but for the moment the major boogey man is other marine lists. ++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Ultramarines) [101 PL, 9CP, 2,000pts] ++ + Configuration + **Chapter Selection**: Ultramarines Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Detachment CP + Stratagems + Relics of the Chapter [-1CP]: Number of Extra Relics + HQ + Captain in Gravis Armor [6 PL, -1CP, 115pts]: Adept of the Codex, Rites of War, Seal of Oath, Stratagem: Exemplar of the Chapter, Warlord Chief Librarian Tigurius [7 PL, -1CP, 135pts]: 1) Veil of Time, 2) Might of Heroes, 6) Psychic Fortress (Aura) Primaris Techmarine [5 PL, -1CP, 110pts]: Chapter Command: Master of the Forge, Stratagem: Hero of the Chapter, The Vox Espiritum, Warden of the Ancients + Troops + Incursor Squad [5 PL, 105pts] . 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades . Incursor Sergeant Intercessor Squad [5 PL, 110pts]: Bolt rifle . 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades . Intercessor Sergeant: Power fist Intercessor Squad [5 PL, 110pts]: Bolt rifle . 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades . Intercessor Sergeant: Power fist + Elites + Bladeguard Veteran Squad [10 PL, 175pts] . 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted Power Sword, 4x Storm Shield . Bladeguard Veteran Sgt: Heavy Bolt Pistol Bladeguard Veteran Squad [10 PL, 175pts] . 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted Power Sword, 4x Storm Shield . Bladeguard Veteran Sgt: Heavy Bolt Pistol Contemptor Dreadnought [8 PL, 150pts]: Multi-melta Contemptor Dreadnought [8 PL, 150pts]: Multi-melta Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon + Fast Attack + Attack Bike Squad [2 PL, 55pts] . Attack Bike: Multi-melta + Heavy Support + Eradicator Squad [6 PL, 120pts]: Melta rifle . 2x Eradicator: 2x Bolt pistol . Eradicator Sgt Eradicator Squad [6 PL, 120pts]: Melta rifle . 2x Eradicator: 2x Bolt pistol . Eradicator Sgt ++ Total: [101 PL, 8CP, 2,000pts] ++
  12. My son has finally settled on an army for 40k! We've gone through Space Wolves, Black Legion to name a few! As I have got a playable force of Tyranids and a start to my Death Korps of Krieg it's time to put some time into my boy's Ultramarines. He's not really interested in the painting side of things so I have free reign over the artistic aspect of the force. I'm easing him into it slowly and have started the army with models he thinks are cool, which will hopefully keep his interest. With that in mind I thought I'd start him off with an HQ. I'll be using the colour scheme I used for my Horus Heresy Ultramarines. I have fond memories of those years so seemed a fitting place to begin. Ultramarines Indomitus Captain Ultramarines Indomitus Captain Ultramarines Indomitus Captain Ultramarines Indomitus Captain Ultramarines Indomitus Captain I've started this thread to gather my thoughts on this project and hope people with experience of getting their kids into 40k will offer constructive advice! Many thanks.
  13. In this topic I'd like us to discuss our preferred methods for using Sternguard veteran squads in Ultramarines armies. Things to consider: - Unit size - Transportation/delivery methods - role - equipment - army synergy My current build is a fairly simple option - 8 strong, all special issue Bolters and a lightning claw on the Sergeant. This squad goes in a Rhino with a Captain. The unit isn't an isolated attack force, working alongside Cataphractii Terminators and Vanguard. With the Masterful Marksmanship Stratagem they are fairly good at killing stuff, but not to the extent of overkill really. One thing I'm considering is adding special weapons or 2 Heavy flamers. My thoughts on this was to give the unit sharper teeth when jumping out of a Rhino. 2 Heavy flamers are definitely powerful but I toyed with the idea of a pair of melta guns. What do people think about this? The squad is a hit squad so a pair of melta guns could ensure the unit is more decisive against hard targets and characters. However, heavy flamers are still powerful and hard to pass up as it makes the squad dangerous. *** What are you preferences? Someone mentioned once upon a time that Storm Bolters are better and cheaper for Sternguard jumping out of a Rhino. I don't do the maths but I felt AP-2 along with Masterful Marksmanship was quite effective? What else is there regarding this?
  14. Howdy so decided to make a thread here to hopefully help me motivate myself to get painting on my stuff. I've made that age old promise to myself to not start anything new big before I've painted what I have. (Which we never keep but what can you do.) Been starting to eye some other armies so need to get this thing going, so far with a little luck. So for now I am gonna be working on some 5th Company Ultramarines with the usual 1st Company additions of terminators and so forth, but mainly 5th Company is the idea. To have some photos on offer I have a few which are largely done lacking decals and the eyes turned out poorly on a few as I tried a new technique that ended up too dark. Also have a few pictures on offer from my last game. First are a few from when I first started trying to paint properly like two yeara ago before a long break. And a few weeks ago I started painting a little again and among other things decided I am gonna go with just bolter armed Sergeants for most of my marines atleast, so did the first of those and some more dudes. Tried for a new technique with the eyes mostly consisting of using Bloodletter Glaze but it has turned out quite dark, so might try and go for the simple bright red colors straight on again. Hopefully they are improved although the thing I know I need to dare into is highlighting which is currently utterly lacking with these. Just need to find that bravery to make ugly lines to start with. Also put together the next Sergeant. And just because I find it lovely, a friend of mine painted up the company banner when I first started.
  15. T he world before me is a barren orb of ash, blood, and mud. It is the fifth of it’s kind we have encountered. Lord Guilliman has tasked us with border security, and the 129th obeys. We departed Macragge four years prior, resupplied by her forges, and reinforced by her scholams. One thousand warriors, bearing the double hammers of Tallassar. Four years since we encountered another warrior of our legion. Four years since any news of Terra has reached us. Six years since the Betrayal. Our connection with Macragge has failed us, the technology used to command us, gone. Lord Fidelitas has split the company, assigning my sub-company to follow up on distress beacons set off by our worlds. It is a thankless job, and we have been chasing shadows, having last fired a bolter in anger over six months ago. Mostly, we find a dead world, arcane sigils etched into the dirt. These we raze, I will not have the shame of them blighting the honor of Ultramar. We find some survivors, but they are rare, and often do not survive more than a week, no matter how much we try. The rest are…broken. The warp has twisted their minds in such a way that we often are forced to put them down. There is no war here. Only death and despair. “Ruminations on Betrayal” Sebastus Ixion -Sub-Tribune, 129th Co. XIII, Legio Astartes The 129th company, following rearmament on Macragge, would be assigned by Roboute Guilliman with hunting down and countering the ongoing Shadow Crusade led by Lorgar and Angron. Captain Fidelitas would opt to persecute this mission by pursuing the Chapter of the Ruined King, led by Lord Allant. This blood feud would last the length of the Heresy, and would conclude over a millennia later, with many of the parties involved remembering little, if any of the reason for the initial vendetta. However, that is a story for another time. This chronicle is instead focused on the exploits of Sub-Tribune Ixion and his veteran elite. Ixion would lead a force of about 100 separate form the rest of the company, dealing with various traitor incursions that might threaten the flanks of the company. This action would see them battle various forces under the banner of Horus, including the Warmaster’s own. Referred to as Strike Force Alpha, the warriors under Ixion were some of the 129th’s best void and terminator warriors, renowned for their first strike capacity and armored assaults on the ground. As such, it was something of a shock when the task force was reassigned to Ixion. What to say of Sebastus Ixion? ‘Lion of Tallassar’, ‘Lord of the Void Born’, he was a decorated, if somewhat unremarkable captain of the Thirteenth. Part of the 129th that had been in orbit during the Betrayal, he repelled three waves of Word Bearer assault forces attempting to take the company’s flagship, earning an Iron Halo he wore with pride until his demise. Soft of voice, Ixion was respected, if not particularly well liked by his fellow officers in the 129th, though this had little to do with his abilities, and instead reflected upon the cult of personality Luciel Fidelitas had built around himself prior to his elevation as Senior Captain. Some murmured that Ixion had rankled at the young man being promoted above him, but closed logs from the deciding vote made it clear that Ixion had nothing but respect for the young man who would go on to lead the company into the Scouring and beyond. This account will pick up immediately prior to traitor incursions into the Hadrius System, and will end immediately following the start of the Scouring. It will include multiple interludes, as well as Character profiles depicting important figures from the campaign. This author will not pretend that this account is unbiased. It is written by a survivor of said campaign, and includes various interview profiles taken from Astartes, mortal, and Mechanicum perspectives. More information is available upon request. +++PICT CAPTURE//XIII.CXXIX.FABIAN+++ +++Note: Many XIII Legio companies had began to move towards alternative heraldry as legion forces dispersed throughout Ultramar. This particular scheme is believed to have referred to themselves as the 'Shattered Suns'. Origin is unclear, though possibly a reference to the death of the Veridian star.+++ +++Laurel and Gladius insignia represents void specialist, not surprising considering armament.+++
  16. So here's something I thought I'd turn into a series. I'm going to try to play primarily Primaris marines, and make a series out of it. But to be honest for the past couple of months this is how I've been playing my marines since the codex came out (Previous to that with the index I used quite a mix which was effective). Doing a little teaser here.... this moment is a critical scene later in the battle: +++ Ultra's fight for their lives. Surrounded by floods of infantry, and iron might of the Steel Legion.... with the guidance of Tigurius, do the Ultra's stand a chance? +++ This game is Maelstrom at 2K. My UM army from memory: - Tigurius - Primaris Captain with Fist and Relic Halo - Lt. - 5 scouts hvy bolter - 5 scouts - 5 Intercessors w/Grenade launcher - Repulsor - Redemptor - 3 Aggressors - Ancient - 10 Reivers - 3 Inceptors - 5 Helblasters - 5 Helblasters (assault variant) IG army from memory: Steel Legion - Cmd Tanks: Punisher (not Pask!) - Russ - 4 Chimera's with troops (some characters, priests etc) - 3 Sentinels Autocannons - 1 Lascannon Sentinel - Manticore - Basilisk - Hellhound - 2 Sqds of Scions with melta/plasma and cmdr. The Scenario: Maelstrom - each player starts with one objective but only draws cards for each objective they control from turn 2 on. Deployment - Quarters. The middle bubble 18" is no man's land. - Using the FAQ I add one to my roll to go first. And deployment looked like this: ++ UM Deploy - Scouts forward on flanks - Aggressors embarked with characters. ++ The Astra deployment: ++ From the Steel Legion table quarter. ++ The Game: - Astra fail to steal the initiative. - Shortly after movement, I completely forget my Psychic phase. I pull a card for killing a unit.... this should be doable! - The Reivers back the scouts on the left flank by grav chute-ing right to the side of the building for some cover, and surround the Inceptors to insulate them. ++ Reivers mean business. Deathmasks? Check. Grave Chutes? Check. Bullets with no AP? Check. ++ - This flank opens up but can't kill the single tank. It's horrible to admit, but one thing I counted on was the -1 AP from the Inceptors. News flash: Steel Legion ignore the AP on all AP-1 weapons, thus rendering about 90% of my army incapable of modifying vehicles saves! Darn you Belasarius... darn you to hell. - The mid table opens up. I don't move the Redemptor because I don't want it hitting on 4's with the HOG. It really doesn't matter... it does some fair damage to a Punisher and the Line of Sight forces the rest of the army to go after other tanks... the scouts concentrate a Heavy Bolter strategem on the right flank to deal three mortal wounds to the Hellhound. - Helblasters, Repulsor, Aggressors open up on tanks but the shots from the lascannons only cause one wound for 5 wounds on the command tank. Not good... No other shooting I have can do anything. I get desperate with overcharging Helblasters on a high Scaffold and use Scions of Guilliman on the assault blasters, causing just enough wounds to blow up the Hellhound. I had to do this for the objective card and First Blood... giving me 2 Points. But I don't feel good about this.. .the army largely flashed against the armour, with only my 2 solo lascannon shots having ANY meaning against Steel Legion armour saves. ++ 2 Squds of Scions with Melta and Plasma. Exactly what my Repulsor needs....++ - Astra show up in my zone with the Scions and I consider using an "Auspex Scan" but with only 5 Intercessors I didn't think it was worth the 2 CP's to hit his dudes in cover.... - Astra obviously see the Repulsor as my only real threat to the army. Lucky for me he can't complete his card as it's an objective on the UM side of the table. As he starts shooting Tigurius uses his special ability to make the Repulsor -1 to hit. This works... to a degree but the amount of firepower hitting the Repulsor from all angles is immense... with help from the Scions, the Repulsor blows sky high. That's it for my real vehicle damage. He puts additional indirect fire onto the closest Helblaster squad. I take 4 wounds killing 2... neither get back up from the Ancient. - The Agressors are always shot up early, but they vaporize in T1, and only one shoots back (fails to do anything). The right flank scouts with the heavy bolter are also vaporized. ++ Here we are... bottom of T2. Astra start to push forward hard. ++ Mid Game: - In turn 2 the UM realize they have to take down some heavy vehicles as this is already looking like a slaughterfest. With the Repulsor being sent back to Belasarius' scrap yard, it's up to the Redemptor. Unfortunately I have to move it. With some assistance it does a few wounds to a tank, but not enough to fully damage one. I think I get a Chimera down this turn. But it's mostly the Heavy Flamer that does damage to Steel Legion infantry looking for glory. - Again the lack of AP-1 doing any modifying is very punishing. Most of my army is wounding on a 5 or 6. The tanks are tearing the Ultra's apart. Sadly the best hope is on the left flank where he can't quite get a bead on the infiltrators, but again with Assault Heavy Bolters, I do no modification to Steel Legion armour so for example I counted.... and this is embarrassing... but I counted 48 shots from Reivers, Inceptors, scouts, and the Redemptor to take TWO final wounds off of a Chimera. ++ Inceptors seek cover, but expose themselves to a lot of firepower. Meanwhile the severely wounded Chimera would take 48 shots to take out of the game. Reivers get ready to assault...++ - Reivers commit to a multi assault killing squads down to 1 or 2 guys. Some how I manage to score a point putting Ultra's up 3 - 0. but the Steel Legion hit back hard.... ++ Astra push back and even with Tigrius' -1 to hit, the Redemptor goes down to 3 wounds quickly. At three wounds with movement the Redemptor is essentially useless.++ - Things looks grim in Astra T2. Yet the Astra can't complete their objective. - Astra with a priest decide to assault the captain and remaining Helblasters. One Helblaster survives and the Captain fists these brazen fools in the face for their misguided sense of heroism, but the writing is on the wall... there are very few Primaris left. - The Chimera's would advance, into the Assault Helblaster unit, while shooting would take care of most of the Ultra core units. Late Game: - In a true sense of desperation the Ultra's try to hit the command tank on the left flank: ++ Desperate assault: The Reivers make contact with the Punisher, assault, but cannot wound. It simply drives off. The Inceptor loses one of its mates to overwatch and DUAL assaults the Lascannon Sentinel and the Basilisk! However both would be fine and simply move away. This bought the Ultra's nothing but a second of breathing room preventing fire from these units. ++ - The inability to cause AP adjustments to the tanks is literally killing the Ultra's. Some tanks are damaged, but mostly functional. - The Intercessors are still dealing with the Scions in the bottom corner. One squad was shot up, and then assaulted to death. This allows the other squad to break out into the open to shoot at the redemptor. - The Redemptor flames some more useless flesh bags, but the retreating Helblaster assault squad is unable to really do much to the Chimera with the -1 to hit I was afraid of overcharge effects... it turns out I should have done it.... ++ The Intercessors kill off the remaining Scions in the ruins, but it took too long to finish the squad off, and now they can only watch on as the Scions would melta the Redemptor to slag. ++ - Although Ultra's score again going up 4-0 the Steel Legion now have two 'Defend' Cards which are auto complete in my T4. So in T3 after the Redemptor is destroyed, he turns his attention to my Reivers who falied to take the final wounds off of the Punisher command tank and they are killed to a man. The failed assaulting Inceptor is likewise killed. - The last Helblasters are killed. All that remains is Tigurius, the Captain, LT, Ancient and 4 Intercessors I decide to concede. With no board presence, and zero chance of killing his tanks (all are still on the table, only a few Chimera's died), the Ultra's are pasted pretty hard in this one. Conclusions: - I considered playing '7th edition' marines in this one. IE: Get a massive Maelstrom lead, hide for the game. But I never had enough board presence to have more than one objective card. Although I accomplished them all, and had first turn, it never gave me the lead I needed to hide it out. - Steel Legion ignoring -1 Ap was so brutal I can't tell you how dehabilitating this is to a Primarily Primaris army. I would have needed Multi repulsors and 4 squads of Helblasters. The ineffectiveness of the Repulsor made a bad situation worse. Too much fire power on the other end meant I was losing either the Redemptor or the Repulsor in T1. I would lose one per turn rendering the army incapable of damage. - Hind sight being 20/20 I should have pushed the Redemptor forward and preyed to the Emperor. I needed to assault the tanks. I actually saw for the first time a scenario where the Macroplasma Incinerator is actually better than the HOG... and this would have been it. However moving forward, overcharging is a super dangerous idea. - I still have a love/hate of the Redemptor. I love the model, I think it stinks still. If I could rip off the Icarus I would. The damage chart is so punishing to this unit. I still believe a vanilla dread, or Contemptor or Ven dread are all superior. I have 2 Redemptors and have played them (together) numerous times. I've never felt they pulled their weight. - Immediate knee jerk reaction is to add vanilla marines, but I'm trying not to. My missile Devs would have been huge. A Stormraven, and vanilla razor backs... all decent options. - My test unit: the Reivers were horrible. I knew I wouldn't like the 0AP on the guns and a parking lot list had nothing to fear from this unit. the Steel Legion lack of reaction until the last minute is proof of this. The Reivers had no effect in the game. - Agressors. Fun but always dead. This was a tough game for them. There was no valid target for 0AP weaponry. But then again the mass of the Primaris had no AP in this game! - Hopefully I will have some good changes to equal this out. But by no means was the Astra list a power gaming list. I would consider that list very average. If anything it shows the weakness of Primaris and exploited it nicely. Back to the drawing board....
  17. The generic 8th edition thread is a monster now so in the name of logic and organisation, I'm starting a thread to isolate discussion focused on particular aspects of gaming. This one I would like to kick off with a focus on the characters, minus Guilliman, that Ultramarines can make use of. Guilliman is so important he's likely best off in his own topic ;) though of course there will be some cross over here where relevant. Now, one of the things I like about our characters is there is literally an option for each of us and our playstyles. You want a cheap HQ to save points for elsewhere? Take Telion or Chronus. You want a tank heavy army? Chronus can make a Land Raider the equivalent of a Knight Titan! Then we have the leaders of the Chapter. As befitting of our characters, they enhance the models around them as well as kick Xenos and Heretic tail across the galaxy. I'm loving Calgar. His human side really has shone through in Dark Imperium, whilst his Terminator Armour allows him to literally go toe to toe with almost any model in the game (fittingly Guilliman owns him with the Emperor's sword). Half wounds means there isn't a weapon in the game that can do more than 3 wounds to him in a single turn. That means it is impossible for 2 lascannons to kill him! Lastly, I love his Terminator armour because I'm moving to a position where my main attack force are Teleporting Cataphractii Terminators. He can join them to provide amazing killing power and a 7 wound model right in amongst the enemy where the Gauntlets of Ultramar are squishing fools. Anyone else have anything they'd like to share?
  18. Hi all I've recently gotten back into the hobby, having stopped around the end of 2015 due to health reasons. I started again with a true scale Fallen Angel, but never went anywhere with that fella. Fast forward to last week, I finally took the plunge and made a start on my pre-heresy XIIIth Legion. I must admit that my painting skills aren't flash, but they seem to look good at tabletop height. I'm trying to include an image with this first post, however I'm not very tech savvy despite being a bairn at 23.
  19. So I'm going to fire up this tactica because I caved in and pre-ordered two of these and I want us to have a good understanding of favourable loadouts for Ultra's (or marines in general I suppose). Here's what I do know: Heavy Onslaught Gatling Canon Range: 30 inches Type: Heavy 12 Strength: 5 AP: -1 Damage: 1 Onslaught Gatling canon Range: 24" Type: Heavy 6 Strength: 5 AP: -1 Damage: 1 Redemptor power fist Range: Melee Type: Melee Strength: x2 AP: -3 Damage: d6 Icarus rocket pods Range: 24 inches Type: Heavy d3 Strength: 7 AP: -1 Damage: 1 +1 to FLY units, -1 to non-FLY units Macro Plasma incinerator Range: 36 inches Type: Heavy d6 Strength: 8 AP: -4 Damage: 1 Overcharge: Range: 36 inches Type: Heavy d6 Strength: 9 AP: -4 Damage: 2 If 1 rolled to hit, takes a mortal wound Fragstorm Grenade Launcher Range: 18" Type: Assault d6 Strength: 4 AP: 0 Damage: 1 Heavy flamer Storm bolters The bad news is that this dread degrades from damage unlike the vanilla dread. I'm probably running a pair - perhaps with a Techpriest, and intend on being mobile with them. Hobby Note: Warhammer TV has uploaded a video on painting the Redemptor!
  20. Most of my batreps start with a critical moment.... so I have to reach into about the mid point of the game for this unfortunate scene: ++ This is not an Ultramarine going into a donut shop. It's 'counts as' Calgar going toe to toe with an Admech Knight. The Inceptors and the Ultramarines' back line watch on in disbelief (at the insane heroism or stupidity is yet to be determined) ++ This battle report has some of the Primaris models in it, and it's a bit misleading because this is the army I planned to field: ++ This was to be my list for the game, however, I determined I did not want to use Guilliman as a crutch. I changed a large portion of the list and not all models would be WYSIWYG. ++ This is what I ended up bringing: Calgar Lt. 2 x 5 Intercessors 1 x 5 Scouts 5 x Cataphractii Termies 1 Storm raven carrying: 3 Centurions, 1 Apothecary, 1 Contemptor Dreadnought. (* The Stormraven is Proxied by a Stormhawk) 1 x Razorback with Twin Assault 3 x Inceptors 5 x Plasmablasters Admech List:(Sorry I don't know the name of their stuff very well) - Tech priest. HQ (there were a few of these dudes, but I can't remember the name of the Warlord) - Knight - Squad of Destroyers with Plasma - Squad of Destroyers with Grav - Ranger squad with Plasma - Infiltrators with pointy spindly legs and tazers - 3 giant robots that never friggin die. - Onager Dune Crawler <--- Nasty D3 S10 shots I think - 2 Dunestriders? Tall spindly walker dudes with probes for... probing. The Game: - Deadlock? We start with 6 Objective cards and have to discard down (if necessary) a card per turn. At Turn 3, Command Points cost double to use. - I end up going first, and the shady Admech fail to seize. Deployment/Early Game: - Calgar and friends zoom up the right flank. I REALLLY did not want to do this. My cards were the pits. I sense the meddling of Belararius at play. My only 'doable' card is really on my left flank, but I have very thin coverage of Intercessors. Still they 'advance' to get to the objective, and do not make it within 3"! I have to blow a command point to get there.... - The Ultramarines full movement for the turn looks something like this: ++ Calgar orders a full press towards the Knight. The left flank is left exposed but too many points hang on this corner of the table. ++ - Back to right flank the reason I don't want to go here is the Knight is sitting in that corner, however, Calgar is given orders (defend an objective AND secure an objective) which the Knight is sitting on top of. That's a bad break but Calgar doesn't complain... he orders the Stormraven up that flank with full cargo remaining aboard. - Calgar himself comes down in flash with 5 Cataphractii, and 3 Inceptors. His aura will help, but the Stormraven is outside of the aura. The Knight has to be 'damaged' if not brought down entirely... This picture is from the Admech's turn, but you get the idea: ++ With a hail of firepower from the Stormraven, Inceptors, Razorback, and Centurions, the Knight would take little damage. ++ - The Knight takes very little damage. I hoped the Stormraven would do more... but no dice... literally. - Desperate times call for desperate measures, I attempt to assault the Knight but require a 9" charge.... I roll a 1 and a 3, so not even worth using a command point for, and therefore Calgar wisely decides to not make the attempt. Unfortunately 2 whole Cataphractii Termies DIE in overwatch from the Knight! I need Ballersarius to make me some new ones! - Ultramarines only accomplish the one point on the opposite flank of this mess. However it has left them in the open of a LOT of firepower. . ++ Chirps and beeping followed by "Intruder Alert" can be heard across the battlefield as Admech rolls out. This shows the battlefield from the Admech side, in the far flank, Ultramarines have very little defense, and the Admech happen to have some points sitting there waiting to be claimed. ++ - Ultramarine Intercessors can do very little about denying the Admech in my left flank. All they can do is die... slower-ish if possible! They do take a lot of firepower, but the Admech is relentless. A lot of shots are fired, but the Intercessors somehow live for now. Meanwhile the rest advanced, while the "Infiltrators' came in behind my rear guard of Intercessors. But they would not make the charge. - Most of the Admech was targeting the Stormraven wherever and whenever possible. The Stormraven dodged and dipped, but a stray wrench was hurled into the engine turbine and the Stormraven went down and somehow the contents got out unharmed.... this was a terrible blow, as it looked for a second like the Stormraven might make it out of this turn. But things are about to get worse.... ++ And back to this scene... Calgar looks on defiantly, and the Knight arrogantly strides into close combat..... fists are crackling with energy, the buzz of the massive chainsaw starts to grind to life.... ++ - The Admech Knight easily destroys the rest of the Cataphractii with firepower after watching the rest of the admech destroy the Stormraven. - In the Fight Phase, the Knight barely makes close combat... Swinging first, the Knight swoops in and Calgar proves to be more nimble than he looks, and he manages to dodge all but 2 of the Knights attacks. The Knight would only wound once, but use a command point to re roll the second failed wound, only to wound again. I guess Cawl isn't steering this one.... - The Knight still wounds once, but Calgar's mighty ancient suit holds out and saves the wound. Calgar swings back taking the Knight down a few more wounds! - The Admech take the lead with a few points and First Blood. Mid Game: - Calgar retreats from the Knight (wish I had Chapter Tactics in effect!). - With the Raven down, the Centurions, Apothecary and Contemptor move into position. The Inceptors jump over the Knight to claim the much needed objective point. Firing hits desperation mode, I BARELY bring the Knight down. The Inceptors even fired into it causing zero wounds. A few of the Contemptor's rounds got through but the Lascannons did mediocre damage. The Knight finally goes down, I get a point. - On my left Flank I've lost 5 Intercessors, but they didn't go down easily. They lasted through a lot of firepower. The assaulted Intercessor squad is thinning out, and there's more trouble on the way.... ++ The last Intercessors try to hold the line, but more Admech are incoming. ++ - The Admech turn is full of plasma, grav, and miscellaneous beeping and chirping... the Razorback takes hits, the Centurions take wounds which would be recovered by the Apothecary. - The Inceptor squad is wiped easily by Grav. This means I can't get "Defend" the objective.... and the Admech take a good lead with a score of 5 - 2. End Game: - The Ultra's have to try something to get the Intercessors out... fast forward to T5 and I am only 2 points behind, most of the destroyers are dead, or severely wounded. The Onager Dune Crawler goes down from the Contemptor, and Calgar is slowly lumbering to mid field. - to save the Intecessors, I retreat from CC. This lines up a long shot of Lascannons to his Longstriders... which die in a hail of Centurion fire. - I get a few points and get his Warlord for my best turn of the game going up to 12 points to his 11. ++ The Lieutenant and scouts have to gank this lowly robed construct thing... It is a character and scores me a vital late game point. ++ - The last turn of the game the only plausible option for the Admech is to steer their last Grav Destroyer into my last 3 scouts and "Fire EVERYTHING" into them... as they die it gives the Admech a final point... the Game Ends in a tie 12-12. Conclusion: - A thorough, and severe beating. I made big mistakes but those opening cards forced me into a horrible spot. Admech is a great army and a great matchup for marines as usual. The knight was really good as usual too. - Now I have to decide... to take Ultramarines into the Konor campaign or Chaos!! A mere day or two away from Pre orders!!! Thanks for reading!
  21. An interesting discussion... How do we get the best out of Stratagems when using the Ultramarines? Mentioned in another thread, should we burn through our Stratagems quickly whilst we have the units still alive or save them for later on to for something decisive when both sides have lost a lot of models? I'm thinking it's a matter of using the Stratagems as soon as possible, providing the benefit of doing so is measurably worthwhile. What does this mean? Well, be bold. If you want your Tactical squad jumping out of a Rhino with plasma and Grav Cannon to attack a powerful target then do it while you can soon as you can! Wait too long and the opponent might stop you or blunt the attack. Conversely, save the Command Point if your Sternguard are shooting at stragglers of a unit instead of using Masterful Marksmanship. That's an obvious waste but there will be times when you have similar options. Ask yourself "would I benefit from this Stratagem above and beyond the alternative of not using it?" I want a minimum of 7 Command Points in a 2000pts game, 6 in a 1500pts game. With 7 Command Points, I'll spend them a couple a turn until I have only a couple left then evaluate what I absolutely need to keep the CPs for. I'm not big on the 3 CP Stratagems personally. They are mostly over costed but one exception could be a counter charge with a Terminator squad against something beastly and using Honour the Chapter. Imagine charging into Mortarion with a Terminator squad and Dreadnought. He is unlikely to kill both and if he goes for the Dreadnought then you could hit him with Honour the Chapter. Potentially game winning. Death to the Traitors! looks interesting in a similar manner. I build my list now to use the Stratagems as best I can. It's our strength thanks to Scions of Guilliman, our Warlord Trait and every unit being able to hurt every unit. I make sure I have at least 1 Heavy Bolter so I can use Hellfire Shells. I try to use Sternguard so I can use Masterful Marksmanship. I have strong Tactical squads so I can benefit from Scions of Guilliman. I have Terminators for assault so I can use Death to the Traitors! and Honour the Chapter. Lastly, we have the best Warlord Trait for an army built for Stratagems. Refunds are amazing and will frustrate your opponent. Take Adept of the Codex EVERY TIME people! I'm interested in hearing other peoples musings on the subject. :)
  22. *Caveat* If you don't like Ultramarines or feel Ultramar should have it's own supppement/Codex then this topic is not for you. Don't post if you are not happy about the concept. This is part wish listing, part home grown rules. Following the (surprising?) victory on Konor and the surrounding system, my brain started rolling... What would we like to see in a Codex Ultramar and how should such a Codex be formatted and balanced? I was thinking that a Codex Ultramar would have to have a new set of Stratagems that replace all Codex specific Stratagems unless specified otherwise, since the Codex could very well have units together from the wider Imperium in a single Detachment. Sure, Armies of the Imperium is a thing now but to benefit from Chapter Tactics and other faction specific special rules they have to be wholly in a single Detachment. This Codex should be about exhibiting the make up of Ultramar. To get the ball rolling, what do we consider is the likely make up of the armies of Ultramar that is practical on the table? (I have some ideas on how that can be implemented using the tried and tested technique of buying an HQ that grants X troops from that faction) Personally I think the core would be Space Marines from Guilliman's stock, Mortal troops representing the Auxiliary troops and possibly the Adeptus Mechanicus from Konor since we did just win a big campaign. The Mortal troops should be based on the Astra Millitarum but with some options for carapace armour (grenadiers), perhaps Ultramar specific combinations of weapons to reflect Guilliman's influence on technological innovation (i.e. none otherwise) and severe limitations. Maybe just use Tempestus Scions to represent a higher technological standard? Forge World units I'm fairly unsure of really. I'm worried about making it all too powerful really. Cherry picking the best of everything is something I do not like at all... what possible solutions do people suggest?
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