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In my first 9th game with my count as Ultramarines I ran the following list against a Tau army. 

Chapter Master in Experimental Mark XIII power armour (Guilliman) 
Tigurius

Primaris Chaplain- Seal of Oath, Master of Sanctity, Wise Orator

 

5x Intercessors w/ fist

5x Intercessors w/ fist

5x Intercessors w/ T hammer

 

4x Ass Cents with Bolters and Flamers

5x Bolt Aggressors

Judicar

Primaris Chief Apothecary 

Victrix Guard 

 

Suppressors

 

Eradicators

Eradicators 

 

The plan with the army is to walk the Cents and Aggressors with all the characters into the centre of the board and be a durable unchargeable brick putting out a ton of fire. Eradicators either come too, or strategic reserve.  

 

Tau Army was

 

Darkstrider 

3x Fireblades 

6x 10 Fire Warriors

6x Devilfish with SMS

3x Sky rays 

2x Tetras 

 

 

We played No Mans Land from the main rulebook. I took the mission secondary (hold the middle objective), bring it down, and psychic ritual.

 

I ended up deploying the Aggressors on a flank with an intercessor squad in cover, and one intercessor squad in cover on the other, everyone else in the centre, mostly in cover. One eradicator squad was just exposed and Tigurius gave them -1 to hit.   

 

T1

Tau went first jumped onto the middle objective with two devilfish. Two Sky rays unloaded and killed an eradicator and an aggressor.

 

Marines, killed two devilfish in shooting and the fire warriors that came out of them. Then Aggressors Killed another fish on the side objective. Intercessors killed tetras on the other side. G-man and Cents made charges into the middle and killed another fish.  

 

T2

Entire Tau army shot the Trans-humaned Cents and just killed them. Full marker lights, 90 pulse rifle shots, tons of Sms.  

 

Marines cleared all his major threats and we called it. 


Scoring. I scored 10 on the primary in the first turn rounds. But after that was going to max out the remaining points for an 80 point win.

 

 

Reflections on the List. I really liked how it played. I do think keeping the aggressors within G-mans aura is pretty key, which I did not do this game. Tigurius is excellent, and against Tau, psychic ritual was a certainty.

 

-1 to hit Centurions with Trans human are extremely tough, and while expensive the amount of fire and combat threat is huge, I think they are a good meta choice with Gravis armour being really popular right now. I was wanting to exchange them for another unit of Aggressors, but I actually thought they did excellent.

This game did not let the list showcase its combat ability, but it did show that keeping everything within the Judicar's aura would be a challenge.     

 

 

 

 

 

 

 

 

I completely agree with your reflections. Keeping a unit like Aggressors around Guilliman just makes them so much better and his combat potential is amplified with their presence.

 

Though obviously Tau is a different kettle of fish of course. Principle the same.

Many folk take Centurions for the longer range and more dangerous in close combat. Plus they're much tougher. But he's got both units there which makes the list very dangerous.

 

But that is my presumption. I'm sure he has his own reasons. :)

Edited by Captain Idaho

What draws you to the cents over the aggressors specifically?  

 

 

As well as Captain Idaho's good points, the main thing is the siege drills are amazing against Gravis armour. Hitting on 3s wounding on 2's no armour save, flat 3 damage. Also I have the painted models....

 

 

Played a second game against two units of deep striking iron warrior slanesh obliterators and got beat up bad.

 

Oblits killed the aggressors on the drop, did some wounds to the centurions and then killed the remaining centurions in overwatch when I tried to charge them. 

 

After that I basically only had character and guilliman, who got whittled down.

 

I'm thinking of swapping two units of intercessors for infiltrators, but i will need to shave some points from somewhere else. I'm wondering if the Judicar or the apothecary is unnecessary, or both.      

Edited by sultansean

 

What draws you to the cents over the aggressors specifically?  

 

 

As well as Captain Idaho's good points, the main thing is the siege drills are amazing against Gravis armour. Hitting on 3s wounding on 2's no armour save, flat 3 damage. Also I have the painted models....

 

 

Played a second game against two units of deep striking iron warrior slanesh obliterators and got beat up bad.

 

Oblits killed the aggressors on the drop, did some wounds to the centurions and then killed the remaining centurions in overwatch when I tried to charge them. 

 

After that I basically only had character and guilliman, who got whittled down.

 

I'm thinking of swapping two units of intercessors for infiltrators, but i will need to shave some points from somewhere else. I'm wondering if the Judicar or the apothecary is unnecessary, or both.      

 

How did the apothecary fair with the 5++ and 6+++ for your units? I've only played one game and I know I was happy being able to roll those and keep them up for a bit longer.

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