Jump to content

Recommended Posts

The Flamers are great for defensive formation against T1 charge lists like Nids.

This is an outstanding point. If you're in a meta that routinely charges your marines, the flamer Aggressors would make more sense than the bolters.

 

Otherwise, I think the bolters are better all-rounders for the Ultras.

 

The Flamers are great for defensive formation against T1 charge lists like Nids.

This is an outstanding point. If you're in a meta that routinely charges your marines, the flamer Aggressors would make more sense than the bolters.

 

Otherwise, I think the bolters are better all-rounders for the Ultras.

 

 

 

 

Okay... just going to put this out there because it's the reason I won't use this build:

 

yes there are lots of armies that do prefer assault or mix it in. The ones that do so are quite adept at it, and have re-rolls up the wazoo. Maybe in week 1 of 8th edition this would work in my meta, but overall I would say this won't work often enough to pay dividends. I know even with my Chaos army I always charge at 9" and have no problem accomplishing this most of the time. After they're engaged, the real meat comes rushing in without fear of overwatch.

 

+EDIT+

I shouldn't say I won't use this build... just more accurately I should say not in this manner.

 

I have faith that the unit moves fast enough that it -could- use flamers well enough just sweeping in following vehicles.

Edited by Prot

Charges from over 8" are definitely the bane of the flamer setup. It will depend somewhat on your local meta, but the range does mean eh are unfortunately useless to defend against charges from deepstrike or the like.

 

It's also worth noting that there are plenty of ways to shut down overwatch too such as Reivers, Raven Guard warlord trait, charging a distraction rhino in first and so on.

 

He UM tactics helps a lot if eh do survive that first turn as they fallback and roast the enemy, but don't count on getting that dream 10d6 autohittng overwatch wall of feath very often!

i think the bolters are better as well. The shooting twice if you don't move really make them very good.  They can stay in a defensive gun line and can benefit from chapter masters rerolls etc. I can't see the firestorm rule being used with an 8 inch flamer or maybe it gets used once a game at most.  Most of the time you will be advancing to get into range

 

On a side note do they get to use that ability turn one as the haven't stayed still the turn before

I played a few more games and I'm getting really tired of my Inceptors always getting focused down. They really don't hit that hard and even with the point reduction I think the only reason I use them is I like the look.

 

Now I think the Agressors are a valid replacement. The problem is they are slow, and my marine army seemed to be getting smaller and slower with each iteration. I think in tournament play and even Maelstrom there is value in having 2-3 deep strike units in Ultramarines armies. So there is definitely a trade off.

I am of the opinion that inceptors are key units for insuring that we get linebreaker/can contest objectives late game.

 

So we need to be willing to hold them until turn 3 or find places for them to hide and still potentially contribute some shots.

There is also another issue I have with them and the main reason I do not use them. T5 3+ 2W is soft. Very soft. Assault Cannons and Plasma chew through them, Lichguard and Overlords eat them, and don't get me started on the Hemlock with his S10 flamers or Dark Reapers.

 

They have so few wounds per points and loads of people are packing 2-3 Damage things that those guys will drop very fast. I suppose you could use a Repulsor, but only 5 will fit, 4 does not seem enough, and you would still need a second to transport characters and reduce the amount of drops you have.

 

I am struggling to include them. Sure, a list with 6 of those, 2 Redemptors, an Apothcary and a Chaplain sounds great fun. Throw in a Gravis Captain for good measure. However, that list will not last long, even if you take DA and a Dark Shroud.

 

I feel like RG and their unique Stratagem are only ones who can make it work, but even then I feel that something shooty would simply be better :/

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.