Jump to content

First game with the new rules


MadEdric

Recommended Posts

Had my first Ultramarines game since the rules dropped.

My list was 2 Battalions.

HQ:

Tigurius

Chronos in a Land Raider Crusader w/ Hero of the Chapter: Calm Under Fire

Phobos Captain w/ Exemplar of the Chapter: Adept of the Codex, Target Priority

Sgt Telion

Troops:

Infiltrators 10 man

Intercessors 10 man

Sniper Scouts 5 man

Bolter Scouts 5 man w/heavy bolter.

2 10 man Tac squads, 1 with heavy bolter\flamer, other with plasmacannon\plasmagun.

Elites:

Ancient: Standard of the Emperor Ascendent

Apothecary

Fast Attack:

Landspeeder Typhoon

Heavy:

Devastator Centurions

Whirlwind

 

My friend had an Ork list of many 10 man orc squads in truks, a Dakkajet, a Burna Bommer, couple of grot squads, 3-4 buggies of all types, Weirdboy, Boss, Mech, and another Boss on a trike. 

 

We used the new deck building method from White Dwarf where you make an 18 card objective deck, draw a hand of 5 and then can play 3. I highly recommend this for friendly games.

 

We deployed long table edge with a peak towards the center, never good when you face fast moving Orks.

He set up first, so I set up the bolter scouts to plug the central gap between us, a good amount of my force centered around the HQ and elite support.

Orks get to go first.

Highlights of the game are:

Bommer rolling 9 4+ on his bombs on the Infiltrators, and me just removing 9 models, not remembering that they have 2 wounds each.

Me somehow leaving my Centurions at home and realizing it as the second turn starts. My friend was good enough to lend me 3 Ork mekkanobs to proxy and let me move them in from my board edge on my turn.

 

Chronos and the Centurions were the MVPs of the game. The sheer amount of shots they can put out is scary. Any ork mob that was caught outside a truk was quickly dispatched.

I think my snipers put all of 1 wound on anything the whole game, same with Telion, and the whirlwind was so sub-par that there was no way I was going to waste 2 CP to let it under perform a second time. Though both units did score secure missions, so there is that.

Sons of Guiliman is fantastic, as soon as I got into turn 2, I was in the Tactical doctrine the rest of the game, being able to move and shoot with no penalties was ace, heavies getting to be mobile, bolter discipline all the time.

Didn't get to use all the strategems I wanted, but Transhuman Physiology is very good when targeted by a Dakkajet with 36 S6 shots.

Hero of the Chapter was great on Chronos, allowing him to ram units for that nice D3 mortal wounds on weaker models that usually killed them, as well as making them not want to charge him, since he could just back out and fire at full accuracy. A plus is the large foot print of the land raider gives his 6" bubble a little boost.

I used the one where you can fall back, shoot and then charge on my one surviving Interceptor Sgt, who them got another guy back from the Apothecary. The two went after the Ork Warlord (who had one wound remaining). I like the stratagem, but in the end they failed to place a single wound on him and were promptly ripped apart.

Objectives I liked were Proof of Doctrine, letting me score 4 VP for killing 3 models while in Tactical doctrine. The other was the one that scores a VP if you score a Secure or Defend Objective.

One I'm not too sure of is the one where you get a VP if you don't fail a morale check for 2 full turns, that is a large time sink for 1 VP, even though it is assured most likely.

 

Did end up edging the Orks out for a victory, as the 5th turn was Chronos, the scouts and whirlwind against one truk of boys, a buggy, a dakkajet on 3 wounds, and a half dead empty truk. With the cards he had left for objectives, he couldn't obtain them as he had no way of dealing with Chronos in an undamaged Crusader.

 

I know I'm just kind of shot gunning stuff out, but I have to say that the Ultramarines felt like a viable army now. Before I would have said they were the weakest army of mine (others being Deathwatch, Ulthwé, and Chaos), but the flexibility they have now makes them really fun to play.

Link to comment
https://bolterandchainsword.com/topic/358317-first-game-with-the-new-rules/
Share on other sites

Good game. I like Orks as an opponent as they can do a lot of things well, but the thing with Orks is you have a very high ceiling and a very low floor. Great players do amazing things with the army. But it's not automatic. Not like those Eldar airshow lists I hate playing against. :)

 

I'm finding, like you, that there's a lot of depth to the army in the strats. It takes some time to really know which ones you need to maximize on at certain times. It sounds like you did really well.

It was a fun game. There are so many options to remember now that it will take some time. Our own stratagems, plus the standard SM ones gives us a huge pool of tricks to pull out. 

As I said, Sons of Guilliman really is good. From turn 2 and on I didn't even have to think about movement hampering my shots, though it will be  a bit before I fully realize and move snipers and the whirlwind.

Next game I'll be adding in Dreads to check them out.

Yes the Ultramarines are an army that does well putting pressure on opponents from multiple angles, be it non-stop bolters, consistent heavy weapons fire or even some quality assault forces.

 

It's one of the reasons I like my Champion as he is a modest points investment yet boosts up the combat potential of the list quite well without sacrificing the firepower needed to hurt opponents.

Archived

This topic is now archived and is closed to further replies.

  • 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.