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Ultramarines for ZM


LukeTheButcher

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Well, I asked for advice and got a lot of really useful feedback. The army-list done, I then set myself the task of painting up an UM ZM 1500 point force from scratch. Before a Tourni in Jan.

 

Think I'm on track but here is the early work.

 

 

For B And C 1

The Librarian Consol named Elvorix. He will be a Pyromancer, as this is as much my son's force as mine.

 

 

For B And C 2

Sergeant for the Terminator Squad. Had to butcher the BoC Praetor as I was a Cataphractii short...

 

 

For B And C 3

FW Suzerain are pretty pricey. And I'm not a big fan of their helms...so bit of Creative liberty...

 

 

For B And C 4

And finally, the point sink. Doubt it will do much in game, but saves me having to paint 10 more men. And I had it lying around...

 

 

More to follow....

 

 

Luke

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^ What Zeratil said. Melta is really important in ZM because a - Doors are AV13, and b - you're never 100% sure about where your opponent is going to deploy something that you're going to need a hard counter for.

 

I've run a 1,500 UM Zone Mortalis list with Breachers as troops purely because they can give me access to more Melta and Flamer, both of which wreck face in ZM, which Tac squads, although cheaper, do not. Coupled with the bonuses that Void-Hardened armour provides, as well as Breacher Shields, they're worth the extra points. UM Breachers can also take Power Swords, which definitely help in those tight, confined spaces. The other option would be a PotL list with Vets as troops, but that's another kettle of fish.

 

However, your list is already done, so you probably know this! Your stuff is looking great! Really good kitbashing for both the Libbie and the Suzerain, and the repose and base for the Contemptor looks really cool as well. Great stuff mate! Let us know how you get on!

  • 3 weeks later...

Well, the Tourniment was this weekend, so here I am to share the lessons learned....

 

It was 3 matches, all with specific missions written for the narrative tourni.

 

1. First Match vs Alpha Legion

There were 5 generators arranged i na cross. He had to switch them off, I had to keep them on. Fortunatly for me, my opponent got one of the event's 'bonus' characters, a Death Guard character packing phosphex bombs....

 - I learnt a lot from this game. His force was 99% jet-bikes and jump pack wearers. The mobility he had was very impressive and he used it to good effect. I thnk my force was winning the battle, but lost the war in terms of him switching all the generators off. Still, my ZM ROW made my breachers tough as nails and my Term squad held a flank by themselves :-)

 

2. Second match vs World Eaters.

VP for being in the mid/opponents deployment.

 - Again, my opponent was packing 90% jump packs. With armour and FNP to fall back on, he went where he liked. My dice killed me turn 3 when basically I could hit or wound for toffee and he made nearly every save. He had a bigger deathstar that ate my Suzerain for breakfast. Hadn't realised how lacking UM where in terms of rules vs other Legions. The advantages did seem to measure up...

 

3. Third game was a double up. I sat with my friend and his Custodes vs Thousand Sons and World Eaters

They had to reach our table edge and seize (move unit through) 3 blast doors. VP's for each. Oh, and the Traitors had ongoing reserves. And the Reserve spawn point kept creeping closer each turn.

Yea...ok. Oh, and this was a narrative event, so the TO's policed army lists to stop them being OTT. My mate was asked to tone down his Shield Tribune which he did. Yet, somehow the message was missed by the traitors, hence why we faced a 7 Dreadnaught list from the World Eater (6 Corvus and a Leviathan....). That, thanks to the mission,  kept recycling as they where destroyed...

 

 - I learnt nothing from this, except to reafirm my dislike for the OTT Thousand Son's rules and a smattering of ill feelings to the TO. Games you can't win are not as fun as they might think. Afterwards, concensus seemed to be that walls in ZM shouldn't be able to be levitated over. Which is how the Thousand Son player got to all 3 of the Blast doors. Funny how this sort of logic is always a shade too late.

 

However, Custodes vs Dreads was epic, not even that one sided. A Custodes Sword & board Dread slowly chopped up the Leviathan! Last turn, a squad of 3 Herton (Sp?) spread out wide and blocked the way of 3 corvus contemptors. Looked absolutly baddass.

 

Fun day, but a few sigh's of discontent.

Ooooh floating over walls is clearly bull when they are meant to be floor to ceiling... But then so are Ksons a lot of the time :/ 

Shame it didnt work out so well for you guys, that last scenario was pretty good last time though i did have to form literal meat walls of Solar Auxilla to keep the traitors out :D 

Yeah, what Reyner and Noserenda said. Walls in ZM are definitely supposed to be completely impassable. That's why the doors are there, and why locked doors are a headache. My group has house-ruled that it's ok to pick a couple of points before the game that are passable, but definitely not the whole table. You got a bit of a shaft there, my friend! Not only that, but jump packs treat the whole ZM table as difficult terrain if they're moving more than 6", so by the sounds of how much he was moving around, he absolutely should have been taking casualties. Sorry dude. That sucks!

Ooohh... can I see your Suzerian conversions? I totally do NOT want to steal that idea!

 

 

Only got decent pictures of 3, but will snap some of the other two when I home during daylight :-)

 

 

B And C 1

 

B And C 2

 

B And C 3

 

 

Not as ornate as the FW originals, but not as expensive either. Mean to go back and put some fancy transfers across the chest to bling them a bit more...

Yeah, what Reyner and Noserenda said. Walls in ZM are definitely supposed to be completely impassable. That's why the doors are there, and why locked doors are a headache. My group has house-ruled that it's ok to pick a couple of points before the game that are passable, but definitely not the whole table. You got a bit of a shaft there, my friend! Not only that, but jump packs treat the whole ZM table as difficult terrain if they're moving more than 6", so by the sounds of how much he was moving around, he absolutely should have been taking casualties. Sorry dude. That sucks!

 

Yea, I was expecting the whole thing to be more confined, claustrophobic with doors playing an important strategic element.

 

This was not the case.  I would have had a rhino in some of the spaces!

 

Still, till I get my own ZM board I can't grumble at others! And my enthusiasm hasn't been dampened!

  • 2 months later...

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