douchie Posted June 29, 2010 Share Posted June 29, 2010 Hi Guys, Ok so I've been gaming in 40k now for about 6 months. I started collecting a few months before the new codex came out & feel that I've picked up the basics quite well. I could'nt win at first, but now my battles are fairly close run things, with more than my fair share of victories. On thursday I'm due to play against a Vet Ultramarines player that has a full battle company & half the 1st company in models to choose from. My ever exanding Army can be found here: http://www.bolterandchainsword.com/index.p...howtopic=192104 The only additions to the models shown here are The Sanguinor, Lemertes & 5 Sanguine Guard. What is my best choice of a hard hitting, but durable 1500 list. I normally have 2 tac squads as a basis for all my forces, what else should I field? Link to comment https://bolterandchainsword.com/topic/205310-1500-pt-game-vs-a-vet-ultramarines-player/ Share on other sites More sharing options...
Nomus Sardauk Posted June 29, 2010 Share Posted June 29, 2010 Five words, Baal Predator with Flamestorm Cannon. Link to comment https://bolterandchainsword.com/topic/205310-1500-pt-game-vs-a-vet-ultramarines-player/#findComment-2448753 Share on other sites More sharing options...
Brother-Captain Devlonir Posted June 29, 2010 Share Posted June 29, 2010 I'd try the footslogging DC you have with the Rhino at least. They are shooty as hell, as your own experience described in that thread also shows and they are very low point cost compared to the Jump Pack version. Consider making the Chaplain your HQ choice as a Reclusiarch, as a Captain does not beat an Ultramarines Force Commander. Then, the Vindicator you have is a very important tool as well, use it! To protect all vehicles better, and give your enemy some target choosing, also use your two other rhinos with Tact squads. Consider putting your heavies out of the Rhino and close to home on an objective if you have to hold one in your own deployment zone. Add a Sang priest there and you know for sure he will be forced to hunt those guys, as shooting wont kill them quickly and they will give some heavy fire on his lines. Then, if you got points, add the jumpy Sang Priest with your assault squad fully (both the special weapon and the non-special guy) for some mobile pressure on him to assist your charging forward DC as well and use any opening he may create when focusing on getting that DC down before they reach him. The rest of your Tact Squads, 5 man in the rhino probable with your sergeants and special weapon, use them as assault troops as well. Finally, if you still have points left (cant really check as i dont have my book here), also add the DC Dread. Proxy a Drop Pod if you can, or otherwise just let him move to the enemy behind the cover of your fast rhinos and vindicator. Tactic would be: Drop the Dread in his deployment zone, charge the DC rhino and 1 rhino right into the middle of his lines (18 inch Smoke launcher turn) and the other rhino stays near your vindicator to support him and possibly give cover from his heavy weapons to add survivability to your Vindicator. Your heavy weapons in your own deployment zone have fun at his vehicles, whatever he doesnt have in cover, or fire at his own heavies in cover. Your Assault squad deep strikes in on turn 2 probably, hopefully in the cover of your 1 tact squad and DC already in Close Combat, and start having their own fun hunting his vehicles and scoring units. Not sure if this all fits in 1500.. but this is exactly the tactic im also building right now and my few lower point test games have shown it is a more conservative BA tactic that gets the job done. Using your DC as a hammer unit supported by the RAS and Tact squad. Hope this helped you a bit.. sorry i couldnt calculate points for you. But I think my post made my personal priority in units clear :-D ---edit--- PS. Almost forgot your scout squad.. might be a good idea to add them as well with the missile launcher. Some nice firepower to add that you can infiltrate and counts as scoring as well. Can also work as a great 'lure' for his units to come out and get into the fire of your other squads or open for a charge from your RAS. PPS. Why this tactic? Because as you said: He has a lot of models and probably expects you to come with a super assaulty army being blood angels and this more conservative approach will probably ruin his plan of countering a full assault army ;-) Link to comment https://bolterandchainsword.com/topic/205310-1500-pt-game-vs-a-vet-ultramarines-player/#findComment-2448817 Share on other sites More sharing options...
douchie Posted June 30, 2010 Author Share Posted June 30, 2010 Thanks brother Captain, That was exactly the kind of advise I was looking for. I also have 4 more Assault JP guys on the painting table as we speak, if I can get these guys finished, it will give my army's punch a little more survivability. Link to comment https://bolterandchainsword.com/topic/205310-1500-pt-game-vs-a-vet-ultramarines-player/#findComment-2449648 Share on other sites More sharing options...
Brother-Captain Devlonir Posted June 30, 2010 Share Posted June 30, 2010 Agreed there.. if going for only 1 jump pack squad, size matters a lot to make that punch just that bit more deadly. I wondered though, as I felt I really put way too much in there.. how much did you get to fit into 1500 points? A small bit of advice too: Get enough anti-tank.. either through Power Fists, melta bombs or meltaguns/infernus pistols. Do not swamp yourself with it, but make sure each squad can take on the enemy armor as well if needed. this adds to the versatility of the army and means he cant take out one heavy hammer unit to take out all your anti-tank potential. Link to comment https://bolterandchainsword.com/topic/205310-1500-pt-game-vs-a-vet-ultramarines-player/#findComment-2449679 Share on other sites More sharing options...
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