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What do you think some of our best units are?  Aggressors really stick out for us of course, due to the always double tapping.  Bolt rifle intercessors are also really good as ultras.  I'd also say that Calgar is pretty darn good.  Our super doctrine is really quite useful on alot of units, but who else do you think are the biggest standouts for ultras?  

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Repulsor executioner is good with our super doctrine. It can move it's full range and still fire twice. Makes it much more mobile than other chapters. Edited by Subtleknife

Repulsor executioner is good with our super doctrine. It can move it's full range and still fire twice. Makes it much more mobile than other chapters.

Very true.  We are one of the few chapters that can actually make use of it's transport capacity since we don't have to sacrifice fire power to do it, and in fact get to take more advantage of it's small arms fire due to it's mobility.

I'm finding that Ultramarines are a great combined arms force. So far I've not found any unit I've used to be sub-optimal.

Ones that do stand out though are: Aggressors, Centurion Devs, any vehicles (no longer needing to worry about getting tagged and not getting to shoot), Intercessors (Rapid Fire is a fantastic strat for them). 

Suppressors. They offer a reasonably priced unit to keep in reserves and arrive to occupy an objective, while being undeterred by movement. Being able to make use of their full range of movement and fire is great and somehow fixes their schizophrenic design.

 

Also Ironhail Invictors and Redemptors. Use some CP or make use of full rerolls to compensate for the first turn and then have a stroll throught he countryside with full firepower. Much like Aggressors, they also work great with the UM relic banner for more melee punch.

Edited by Frater Cornelius

Incursors are a really amazing unit for Ultramarines right now.

 

Functionally they're the same AP as Intercessors against the majority of targets, or even better against anything with a camo-cloak/bonus to cover saves.

 

Their ability to ignore BS modifiers and modifiers to hit gives them a nice edge in dealing with frustrating units like the Eversor or Alaitoc aircraft.

 

Mix that with advance deployment and their combat knives, and they offer mid-tier threat to almost any unit in the game. 

 

Squad Doctrines is an even better boost as they can be tagged into the assault doctrine if you need them to try to hammer down a wounded character or beat up on a unit of Guardsmen.

 

Smoke grenades makes them infuriating to remove from a magic box for at least one turn.

 

I personally like using them to screen out Ravenguard and other similar advance deployment and then use 'Rapid Redeployment' to pull them back to safety (hopefully after my opponent commits to his pregame moves) (it's a roll off).

Did you mean Infiltrators ?

 

With the mention of ignoring cover and BS modifications, no, Cruor Vault was certainly talking about Incursors.

 

While they don't have Omni-Scramblers, they still have Concealed Positions and can still perform a screening role, much like Scouts can.

Edited by Kallas

 

Did you mean Infiltrators ?

 

With the mention of ignoring cover and BS modifications, no, Cruor Vault was certainly talking about Incursors.

 

While they don't have Omni-Scramblers, they still have Concealed Positions and can still perform a screening role, much like Scouts can.

 

 

I did in fact mean Incursors, they're a terrific unit. 

 

I've switched over to using two units of them and a unit of Infiltrators for my battalion's troops.  The Incursors are a solid enough unit on their own that I don't feel bad shifting away from Intercessors, and the Infiltrators' Omni-Scramblers are so valuable on their own for DS denial it makes up for the reduced damage output compared to Intercessors.

Okay I wanted to make sure. Infiltrators ignore BS when they roll a 6 to hit unmodified. I need to test them out - certainly less points. Thanks y’all.

They actually auto-wound on hit rolls of 6. Not sure what you mean by ignore bs?

I completely agree with MadEric - Ultramarines are a great Combined Arms army now. Most units can be made of tood use for us, but having said that, here is a list of units u think are really good in blue and why:

 

- Attack Bikes. These are very cheap and assist in building a Brigade, which is great for Ultramarines since we enjoy a combined arms approach. Ignoring penalties for moving and AP-1 on Twin bolters is delicious.

 

- Land Speeders, mostly Typhoons. Another great unit for filling in Fast Attack slots but also capable of adding essentially 3 heavy weapons to an army for sub 100pts (Chapter Approved 2019 not withstanding, I haven't seen it yet).

 

- The Chapter Champion. An absolute beast in close combat who just got even more fierce in Faith and Fury now he can have the Blade of Triumph. Give him The Imperium's Sword if you can for the extra Attack and rerolling failed charges (the strength will be immaterial most of the time with the Sword of Triumph). Just make sure he has a transport so he can get up the table and where the action is.

 

- Centurions and Aggressors. Pretty obvious thanks to the firepower of they give but Aggressors can move up the table lay down double shots still. They are slow, however, because they only have a 5" move and 18" range at best and can't Advance and fire twice. Bear this is mind for both units.

Captain on bike, equipped with the Vengeance of Ultramar relic storm bolter. Give him the Paragon of War warlord trait and he becomes a nasty mortal wounds spammer. 12 shots, 24" range always + 14" movement and he gets to reroll wounds with 8 of those shots against non-vehicles. And as someone pointed out to me before, you can reroll succesfull wounds too so you can really fish for those 6's.

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