Captain Idaho Posted January 9, 2019 Share Posted January 9, 2019 What do people consider decent builds for Ultramarines Vanguard? We have a number of things to consider for example Scions of Guilliman when away from a Captain, Victrix Guard bonuses and armaments. Power Fists are great when you consider the unit alongside a Victrix Guard captain since you can use Fight Like Demigods, but is that extra points cost worth it over cheaper options? Is it worth it when the Captain is no more? Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/ Share on other sites More sharing options...
Prot Posted January 9, 2019 Share Posted January 9, 2019 I like Axes, but usually it's a sprinkle of Hammers and Shields. I keep it very simple but the unit has produced very well for me so far. I don't like to overcomplicate the squad because it usually has one goal.... taking out the elite tough guy/unit. Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5231815 Share on other sites More sharing options...
MadEdric Posted January 9, 2019 Share Posted January 9, 2019 When I was first building for a squad, I was giving too much stuff and was then pondering what uses the squad should be. Like most, I've gone for a more simple group of squads. One will be anti-infantry with 3 lightning claws, 2 SS and chain swords, and the rest with dual chain swords. Bigger targets will get the powerfist squad, it has a sgt with relic blade, 2 powerfist/chain swords, 2 SS/chain swords, rest dual chain swords. I have been looking at a power ax group as well, probably a couple power ax/SS, a couple power sword/SS, and the rest dual chain swords. Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5231864 Share on other sites More sharing options...
jonjacob Posted January 9, 2019 Share Posted January 9, 2019 I did a 10 man power sword, plasma pistol. no jump packs. While I agree this will not be the best set up I really enjoy it with the banner. I did magnetized four members for other weapon options. shield and hammers. I was really tempted by 10 pairs of lightning claws. Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5231895 Share on other sites More sharing options...
Captain Idaho Posted January 9, 2019 Author Share Posted January 9, 2019 I like Axes, but usually it's a sprinkle of Hammers and Shields. I keep it very simple but the unit has produced very well for me so far. I don't like to overcomplicate the squad because it usually has one goal.... taking out the elite tough guy/unit. Interesting. I was considering 5 Power Fists but do you think this is over kill? *** I see many folk here are using basic power weapons that do D1. It's making me think about adding a bunch of Axes as a cheaper way of cutting down the enemy though D3 damage is pretty tasty. Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5231909 Share on other sites More sharing options...
BLACK BLŒ FLY Posted January 9, 2019 Share Posted January 9, 2019 If there is a Captain buffing the squad then five PF is not overkill imo... it’s optimal. Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5231957 Share on other sites More sharing options...
Captain Idaho Posted January 10, 2019 Author Share Posted January 10, 2019 That's what my thoughts were but as an Ultramarine player I often find myself wanting to plan for all eventualities. :) Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5232185 Share on other sites More sharing options...
ARWinter Posted February 5, 2019 Share Posted February 5, 2019 Bit late here, but could I get a clarification on the interaction with rerolls and powerfirst -1 to hit. Rerolls are done before modifiers? So if a vanguard model with WS 3+ with a powerfist was in range of a chaplain aura. A roll of 1 and 2 you could reroll, 3 would be a miss, and 4, 5, 6 would hit? Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5248837 Share on other sites More sharing options...
Ishagu Posted February 5, 2019 Share Posted February 5, 2019 Bit late here, but could I get a clarification on the interaction with rerolls and powerfirst -1 to hit. Rerolls are done before modifiers? So if a vanguard model with WS 3+ with a powerfist was in range of a chaplain aura. A roll of 1 and 2 you could reroll, 3 would be a miss, and 4, 5, 6 would hit? *Correction* yep that's right. Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5248895 Share on other sites More sharing options...
Toxichobbit Posted February 6, 2019 Share Posted February 6, 2019 Bit late here, but could I get a clarification on the interaction with rerolls and powerfirst -1 to hit. Rerolls are done before modifiers? So if a vanguard model with WS 3+ with a powerfist was in range of a chaplain aura. A roll of 1 and 2 you could reroll, 3 would be a miss, and 4, 5, 6 would hit? As Ishagu said, you've got it right. Likewise, if you had a Captain in support you'd re-roll 1s to hit, then after re-rolls 1s, 2s and 3s would miss. Sadly, re-rolls can't counter a power fists -1. Not even Guilliman's tactical prowess can overcome the derp! :p Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5249549 Share on other sites More sharing options...
Captain Idaho Posted February 6, 2019 Author Share Posted February 6, 2019 What does overcome the -1 to hit is the Fight Like Demigods Strategum from Victrix Guard Specialist Detachment. Definitely something to consider ;) Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5249663 Share on other sites More sharing options...
phoenix01 Posted February 8, 2019 Share Posted February 8, 2019 Guess with the big reveal, this will take on a whole new meaning. Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5251658 Share on other sites More sharing options...
Captain Idaho Posted February 8, 2019 Author Share Posted February 8, 2019 So Fight Like Demigods is amazing. Made such a difference to Vanguard with power fists. Remember that fluff where Vanguard are supposed to kill enemy commanders? With a bunch of Power Fists and Jump Packs they really can now. Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5251807 Share on other sites More sharing options...
jonjacob Posted February 8, 2019 Share Posted February 8, 2019 So i assume all the power fist are right handed ones. which kits did you get them from. Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5251810 Share on other sites More sharing options...
Captain Idaho Posted February 8, 2019 Author Share Posted February 8, 2019 Left and right. Some Betrayal at Calth, Vanguard and Assault squad. The former was the best buy ever. Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5251819 Share on other sites More sharing options...
Tamiel Posted February 10, 2019 Share Posted February 10, 2019 I toyed with the idea (but never tested) a Victrix Guard force of 10 vanguard, all with thunder hammers and storm shields, riding inside a Landraider crusader with the captain (who had the warden of ultramar warlord trait) and a standard bearer with the standard of macragge. Those who frequented the Victrix Guard thread are probably familiar with what I'm saying. The idea would be to put your 10 vanguard, captain, and standard bearer into the landraider, keep a tigurius hidden behind the landraider so that he could give it -1 to getting shot at, and then drive the landraider towards the enemy.Then, in one turn, do the massive amount of damage possible with stratagems like "Honour the Chapter", "Fight Like Demigods", the relic "Standard of Macragge", and the warlord trait "Warden of Ultramar". I can't remember the math I did, but I think this combo resulted in something like 70+ thunder hammer swings in one turn, hitting on 3s (instead of 4s), rerolling 1s to hit and rerolling all failed wounds for one turn. I would have tested this in actual games, but as some of you might know from the Indomitus Crusaders thread, I fell in love with spamming intercessors + Guilliman (or Capt + Leuitenant instead of Gman). So I never got around to testing the Victrix Guard formation in actual play. Anyway, I don't think I'll ever get around to testing this idea any time soon, so if anyone has done it, it would be cool to read a batrep. I expect 70+ thunderhammer swings with full rerolls to insta kill a knight no problem. Would be cool to actually see it in action, though. Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5253460 Share on other sites More sharing options...
Prot Posted February 12, 2019 Share Posted February 12, 2019 I think that's a fun concept but harder to pull off than dudes with jump packs. I do like the theme though and it sounds like something I'd try, but of course I'm running pure Indomnitus Crusade type lists lately. This sounds fun... if you can make it there. In part this is why I've been playing a Repulsor and Landraider each game. Pretty much one dies a turn, and the other gets dented. Link to comment https://bolterandchainsword.com/topic/353030-ultramarines-vanguard-builds/#findComment-5254921 Share on other sites More sharing options...
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