Guiltysparc Posted June 20, 2017 Share Posted June 20, 2017 A unit of cataphracts and that eversore dropping in together to disrupt enemy backfield sounds kind of fun... Prot 1 Back to top Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4790934 Share on other sites More sharing options...
Prot Posted June 20, 2017 Share Posted June 20, 2017 How are you running the cataphractii? Eversor sounds fun but I've seen the advantages that sniper teams can give you for crushing aura armies, so Im Inclined to keep a Sniper assassin myself. But back on Termies I just don't know what to with them that doesn't leave me feeling like the points were better spent elsewhere. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791022 Share on other sites More sharing options...
Guiltysparc Posted June 20, 2017 Share Posted June 20, 2017 I am super torn between the eversore and vindicare for my 2nd assassin. I'll be playing a lot of 1k sons so I'm definitely getting a cullexus. For the cataphractii I'm now thinking bolters and fists, maybe a flamer, and dropping them in on enemy backfield objectives along with the eversore. Maybe turn 2 so there's some space to land them. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791074 Share on other sites More sharing options...
Ishagu Posted June 21, 2017 Author Share Posted June 21, 2017 Only problem with the Flamer is you'll be unable to use it when you deepstrike, so I think it's better to save the points and stick to Bolters, with a combination of Fists and Chainfists. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791336 Share on other sites More sharing options...
derLumpi Posted June 21, 2017 Share Posted June 21, 2017 I will have my first 8th game today. Telion 6 Sniper scouts 5 Tac squad + Razorback with AC Vindicare Super excited. Prot and Doghouse 2 Back to top Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791411 Share on other sites More sharing options...
Guiltysparc Posted June 21, 2017 Share Posted June 21, 2017 Only problem with the Flamer is you'll be unable to use it when you deepstrike, so I think it's better to save the points and stick to Bolters, with a combination of Fists and Chainfists. Ya, i was thinking the flamer might help objective holding, but combi-bolters in rapid fire range are going to be nearly as good. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791595 Share on other sites More sharing options...
Prot Posted June 21, 2017 Share Posted June 21, 2017 I think Telion is a great HQ.... Snipers are a solid choice I think in any marine army for multiple reasons and Telion seems to be a mini Vindicare again. :) Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791631 Share on other sites More sharing options...
Guiltysparc Posted June 21, 2017 Share Posted June 21, 2017 I'm leaning towards scout snipers as my third troops choice alongside 2 intercessors. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791680 Share on other sites More sharing options...
derLumpi Posted June 21, 2017 Share Posted June 21, 2017 I think scouts with sniper rifles are really necessary to kill characters or at least to have a viable threat. Did you notice that they have a higher power level in the index than their tactical counterparts? ;) Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791746 Share on other sites More sharing options...
Ishagu Posted June 21, 2017 Author Share Posted June 21, 2017 Scouts and Telion are a great combo. Hitting on +1 and getting an extra bonus in cover is great. I'll run him in my next game :-) Btw, what do people think of the Chaplain Dread? I think he could make a good, counter charge hq. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791750 Share on other sites More sharing options...
derLumpi Posted June 21, 2017 Share Posted June 21, 2017 What abilities does he bring to the table? Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791771 Share on other sites More sharing options...
Ishagu Posted June 21, 2017 Author Share Posted June 21, 2017 He's a character, 9 wounds so can't be targeted. Ignores damage on a 6. Units in the same combat as him re roll all to hit rolls. Has a few other rules I forget, but he can take a variety of weapons :-) derLumpi 1 Back to top Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791773 Share on other sites More sharing options...
Guiltysparc Posted June 21, 2017 Share Posted June 21, 2017 With the scouts i was thinking i'd stick 1 of the two primaris lieutenants with them to help with their S4 shots via to-wound rerolls. I'm thinking this for my battalion detachment, based on the starter box and upcoming releases. Gravis Captain 2 Lieutenants 2x Intercessors 1x Scout Snipers Eversore Cataphractii Terminators with Bolter/Fists Primaris Ancient Inceptors Hellblasters Thats 71 power / 1394 pts leaving me 600pts for the new dread and repulsor. I'm thinking making a ranged murder ball with: Repulsor Hellblasters Captain Lieutenant A Ancient That would buff the units with rerolling 1s to hit and to wound, plus getting off a extra shot after dieing half the time on the hellblasters. The eversore and cataphractii would be dropping onto enemy controlled objectives to serve as disruption and maybe even holding for a turn or two after clearing it. 20 shots from the combi bolters to soften up a unit before the eversore charges in, seems pretty good and fun. The other lieutenant would roll with the scout squad to work on enemy characters and the intercessors would go after close objectives being supportered by the dreadnaught(s) depending on how the rules for them shake out. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791787 Share on other sites More sharing options...
derLumpi Posted June 21, 2017 Share Posted June 21, 2017 He's a character, 9 wounds so can't be targeted. Ignores damage on a 6. Units in the same combat as him re roll all to hit rolls. Has a few other rules I forget, but he can take a variety of weapons :-) That sounds good. I'm ordering the FW book next week. Looking forward to see what FW has in store. :) Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4791818 Share on other sites More sharing options...
Thunder_god Posted June 22, 2017 Share Posted June 22, 2017 What about a deredeo dred with the twin autocannons and missile rack? For some reason it's calling my name... Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4792388 Share on other sites More sharing options...
garreth Posted June 22, 2017 Share Posted June 22, 2017 I think scouts with sniper rifles are really necessary to kill characters or at least to have a viable threat. Did you notice that they have a higher power level in the index than their tactical counterparts? I've tried 5 snipers + Tellion in 3 games. Results are a bit volatile - one game I've killed Yvraive and other two didn't do much. I beleive I should go for 10 scouts + Tellion for better results. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4792616 Share on other sites More sharing options...
Ishagu Posted June 22, 2017 Author Share Posted June 22, 2017 What about a deredeo dred with the twin autocannons and missile rack? For some reason it's calling my name... I discussed it a page or so back. It's a fantastic unit and it's priced very competitively. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4792618 Share on other sites More sharing options...
Thunder_god Posted June 22, 2017 Share Posted June 22, 2017 That's what must have planted the bug in my head! Thank you. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4792626 Share on other sites More sharing options...
ShVagYeR Posted June 22, 2017 Share Posted June 22, 2017 A few takeaways from a game I had recently (power level 50 against Orks). MSU Tacticals with combi-plasmas and plasma guns did extremely well when encompassed by Calgar's reroll bubble. Supercharging wasn't scary. It's not Tau or Eldar but it's a decent gunline. Twin lascannon Razorbacks are pretty good, especially with those rerolls as well. If I run full size Tacticals, I may give them lascannons as heavy weapons. That does not give you much versatility against hordes though. Need to include Primaris Lieutenants in future games for to-wound rerolls. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4792729 Share on other sites More sharing options...
ronin_cse Posted June 22, 2017 Share Posted June 22, 2017 (edited) Well have a tournament coming up this weekend and I decided to just go with Primaris Marines + Guilliman + a Vindicare. Only doing 1000 pts. I'm excited to see how they all perform! Roster for those interested: +++ UM 1000 (Warhammer 40,000 8th Edition) [54 PL, 977pts] +++++ Auxiliary Support Detachment -1CP (Imperium - Officio Assassinorum) +++ Elites +Vindicare Assassin++ Patrol Detachment (Imperium - Space Marines) +++ HQ +Captain in Gravis Armor: Boltstorm gauntlet, Master-crafted power sword+ Troops +Intercessor Squad: 4x Intercessor, Intercessor SergeantIntercessor Squad: 4x Intercessor, Intercessor Sergeant+ Heavy Support +Hellblaster Squad. Hellblaster: Plasma incinerator. Hellblaster: Plasma incinerator. Hellblaster: Plasma incinerator. Hellblaster: Plasma incinerator. Hellblaster Sergeant: Plasma incinerator++ Super-Heavy Auxiliary Detachment (Imperium - Space Marines) +++ Lord of War +Roboute GuillimanCreated with BattleScribe I am aware that using Guilliman in such a small point game (he's over a 1/3 of the army!) probably isn't a good idea but I don't care, I wanna use him Edited June 22, 2017 by ronin_cse Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4793003 Share on other sites More sharing options...
Ishagu Posted June 22, 2017 Author Share Posted June 22, 2017 The thing is, Guilliman is a force multiplier. There isn't enough of a force there for him to multiply! You should really take Calgar instead as he's still great but also fills the compulsory HQ slot. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4793130 Share on other sites More sharing options...
Prot Posted June 22, 2017 Share Posted June 22, 2017 I agree with Ishagu. I see Calgar as literally mini-Guilliman. He's no slouch and frees up the HQ on top of Guilliman's points giving you some points for cheap units like... missile devs or similar. I don't blame you for wanting to try him though. Personally I'm stil not using hi as I try to come to grips with as many low level units as possible. I'm telling you guys I love Tigurius again in this edition. I thought on paper that Ahriman was better but he's not. I've only ever had 1 perils with Tigurius thus far.(this includes command rerolls). I've almost killed my own Ahriman several times already. You just can't beat that re roll. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4793550 Share on other sites More sharing options...
Frater Cornelius Posted June 23, 2017 Share Posted June 23, 2017 Do not underestimate UM psychic powers. Veil of Time and Might of Heroes have the potential to turn a melee combat in your favour against a superior foe. Very strong powers, indeed. On paper, they are among the better in the SM faction, competing with SW for top slots. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4793978 Share on other sites More sharing options...
Captain Idaho Posted June 23, 2017 Share Posted June 23, 2017 Null Zone is the one I rate most. Give it to your Terminator Librarian with Storm Shield and join that Terminator squad. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4794015 Share on other sites More sharing options...
Frater Cornelius Posted June 23, 2017 Share Posted June 23, 2017 Null Zone is the one I rate most. Give it to your Terminator Librarian with Storm Shield and join that Terminator squad. Pretty tough to get off with 8 though. You would need Tigurius for consistency. Link to comment https://bolterandchainsword.com/topic/334107-8th-edition-ultramarine-tactica-and-unit-discussion/page/8/#findComment-4794061 Share on other sites More sharing options...
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