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Uriel Ventris

-Warlord: Paragon of war

 

Primaris chaplain Judd Clausel

-Strategem: hero of the chapter: Imperiums sword warlord trait

-Mantra of strength

-Relic: Benediction of fury.

 

(absolute beatstick, on charge 7A at S8 -1ap and 3 dmg)

 

5 Assault intercessors

-power sword

 

5 Assault intercessors

-power sword

 

5 intercessor

 

5 intercessor

 

5 intercessor

 

3 aggressors

-boltstorm

 

3 aggressors

-boltstorm

 

Bladeguard ancient Learchus Abantes

-Relic: Standard of Macragge inviolate

 

4 bladeguard (swords of calth)

-neo-volkite pistol on champion Petronious Nero

 

Primaris apothecary Selenus

 

3 inceptors

-assault bolter

 

3 eradicators

 

3 eradicators

 

10 hellblasters (will combat sqaud)

-plasma pistol on sergeant

 

2000pts

Edited by greatcrusade08

I actually like where you're going with this. My list isn't as restricted but I also run an Ultramarine (successor) infantry-based list and it's imo pretty solid. I might suggest:

 

- If you want the beatstick chaplain, I'd really put him on a bike. He does hit like a truck, but on foot it's going to be really hard getting him to his targets - especially since the rest of your army wants to stick together and you don't want to send him out in front under enemy guns. If you don't want to run the bike chaplain, I'd consider giving him Seal of Oath, Master of Sanctity, Recitation of Focus and Catechism of Fire. You can use this to really buff up a unit like your Aggressors or a big block of Intercessors to the point where all those bolter rounds can bring down even hard targets. I like this build a lot and he's a key portion of my army.

 

- Even if you don't do the above, the Seal of Oath is a hugely important relic and one of the main draws of playing Ultramarines. I'd find someone to bear it regardless of what you do with the chaplain.

 

- Power swords on the sergeants for assault intercessors aren't really worth it imo. It's not that much better than a chainsword so I'd probably just save the points.

 

- I'd consider running your Intercessors as a 10 man squad. You can always combat squad them later, but having the option to use the full unit together lets you double tap with the whole squad with the Rapid Fire strategem and makes them a better buff target.

 

- I'd consider running 5 total Aggressors in 1 unit for a kinda similar reason. Give them +1 to wound from the chaplain and all those shots start looking genuinely scary.

 

- I haven't seen the Bladeguard Ancient on the table before but the idea could be cool. Maybe get an Impulsor for him and the bladeguard to get up into the midfield more quickly?

 

- I'd probably drop the Hellblasters and reduce the total number of marines in your Troops slot squads to 20 to make up any points you gain from some of these changes.

 

Finally, if you want to break your theming a bit, Chief Apothecary is 100% worth it, swapping 1 squad of assault intercessors for Infiltrators would be good, and even 1 Redemptor Dreadnought would be really good. Not only is it a good gun platform, popping Wisdom of the Ancients for re-rolls of 1 to wound improves your shooting by a huge margin.

 

But yeah, it's a neat list! Hope some of this helps :smile.:

Edited by Scrapknight

Thanks Scrapknight.

all food for thought, and all within my theme. I do have a couple of redemptor dreads, but i went all infantry over fear of new tau firepower killing them in one shot.

 

i do prefer the idea of running squads of 5, its the codex way :) so will probably make that change.  think i may drop the inceptors too. ill post a new list soon.

thanks for the ideas.

Uriel Ventris


-Warlord: Paragon of war


 


Primaris chaplain Judd Clausel


-master of sanctity


-Strategem: hero of the chapter: Wise orator warlord trait


-Catechism of fire


-Recitation of focus.


-Special issue wargear: Seal of oath


 


10 intercessor


 


5 intercessor


 


5 intercessor


 


5 aggressors


-boltstorm


 


Bladeguard ancient Learchus Abantes


-Relic: Standard of Macragge inviolate


 


4 bladeguard (swords of calth)


-neo-volkite pistol on champion Petronious Nero


 


Primaris apothecary Selenus


-chief apothecary


 


Redemptor dreadnought


-Rocket pod


 


Redemptor dreadnought


-Rocket pod


 


3 eradicators


 


3 eradicators


 


impulsor


-fragstorm


-heavy stubber


-shield dome


 


think ill run command squad and captain in impulsor


chaplain and apothecary to follow aggressors and intercessors for buffs.


 


still have 30pts, any ideas? fists in intercessors?


Edited by greatcrusade08

I really like how this looks now! Honestly rather than going for power weapons I'd find 5 more points for 1 more bladeguard vet, and then the 5 of them and the Ancient can ride in the Impulsor comfortably. Let me know how this does, good luck! :biggrin.:

 

EDIT: Unless there's already 5 and I misread that haha

 

OTHER EDIT: Just get rid of the neo-volkite pistol on the sergeant and there you go!

Edited by Scrapknight

I would assume that the four Bladeguard are riding with the Ancient and Apothecary, so there isn't any more room in the Impulsor. You can always use the 30 points to upgrade the Eradicators to heavy melta rifles- the extra 2 damage base (+4 in half range) is really nice and you can eliminate the -1 to Hit when moving with the chaplain's Focus litany and/or the Squad Doctrines strat (making the unit have the Tactical Doctrine and thus the Ultra's super doctrine ability to behave as if they were stationary). 

Thanks both i really appreciate the feedback, its been really helpful.

I would happily add an extra bladeguard, however thats a partn of the theme i cant break as the swords of calth are all named, and only 5 (inc learchus the ancient)

I do like the idea of heavy melta rifles though, thank you.

 

I had though to have the captain with bladeguard to reroll the ones to hit in combat, is the apoth a better choice? i figured with his abilities id be marching up with intercessors and aggressors and regen wounds whilst chappy buffs everyone.

Ah, I assumed the apothecary was hanging back with the castle. Personally I would in fact keep him back and put another unit in the transport, but if you're sticking to 4 BGV exactly for lore reasons he isn't the worst choice to have there. You could think about jamming in a Judiciar as well, maybe? But that kinda seems like overkill and I don't see too much obvious fat to cut for 85 points. I'd really prefer 5 BGV and the ancient, but 4, the ancient and another character is OK - that's kinda up to you imo. If you're going to be keeping the Apothecary as a dedicated support character for the Bladeguard and friends I'd actually consider dropping Chief Apothecary on him - you (hopefully!) shouldn't need to revive one every turn, and if you do they're hopefully absorbing enough of your opponent's guns that losing a CP or two over the course of the game won't put you too far behind. Not 100% sure what the answer is here, assuming you're sticking to the 4 vets, but there are some ideas.

 

Also the stubbers are very whatever on the Impulsor. They're an OK place to put your last 5 points in a vacuum, but I'd cut them for extra Dreadnought guns if they aren't fully loaded yet.

Dreadnought-wise,I'd go macro-plasma, onslaught cannon and rocket pod on each. If you need to cut random things for points, I'd drop the rocket pod first.

 

Uriel is a decent melee combatant for sure - I do like me some 3 damage power swords - but the Bladeguard already get a damage boost from the Ancient, and their main responsibility is to not die more than it is to melee things to death. On the other hand, re-rolls of 1 to hit on your intercessors, eradicators and possibly aggressors are super important and will greatly amplify the damage they can do. You can only pop Wisdom of the Ancients once per turn, after all, so getting both hit and wound re-rolls on your main shooting units is really valuable. Don't forget he lets the dreads re-roll hits too, which is awesome!

 

Seconded on the importance of the heavy melta rifles - that slipped my mind, I assumed they already were there. Yeah the ability to move and shoot them for no penalty in Tactical Doctrine is really incredibly important and absolutely the best use of those points. I'd jam multi-meltas on them as a pretty high priority add, too.

 

Also, not so much as a suggestion per se but something to keep in mind, I switched my Aggressors to flamestorm when the dreadnought points hike happened and I've actually found them kind of neat. They're much less attractive as a buff target of course (though +1 to wound is still gonna feel good,) but they turn Defensive Focus into a really powerful way to protect your castle from charging deep strikers and can make great users of Auspex Scan. They have a lower floor than the boltstorm versions but a very similar ceiling. Just a thought and a note that they aren't as bad as you might think.

 

But yeah, overall this is looking really cool!

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