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 4th Company Ultramarines - 1,850pts

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spunkybass
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PostSubject: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Jul 01, 2013 4:34 am

Hello and good morning... My lack of games are catching up with me and my recent games have been quite telling. I'm not sure if it is the list, the dice or the gameplay I employ... List is as below...

1,850pts - Hybrid Gun Line

HQ:
Captain – PF + SS + Bike (if WYSIWYG, then I have no bike but replace + AA + Mb)
> Comd Sqd – Meltagun (4) <
> Drop Pod <

Troops:
Tac Sqd – Flamer, Lascannon
> Razorback < TL Pg + LC (+ SB if Captain no bike)
Tac sqd – Flamer, Lascannon
> Razorback < TL Pg + LC

Elites:
Assault Termi - TH&SS (5)
> Land Raider < TL LC (2), HB (+ MM if Captain no bike)

Fast Attack:
Land Speeder – Typhoon ML
Land Speeder – Typhoon ML

Heavy Support:
TFC
Predator – Autocannon; Sponson Lascannon
Predator – Autocannon; Sponson Lascannon

Game Results so far:
W:L:D > 0:4:1
Game 1: Lost - Vs CikguDin's CSM + Daemons
Game 2: Lost - Vs Alvin's DE + Eld
Game 3: Lost - Vs Edward's Eld + Tau
Game 4: Lost - Vs Nahri's DE + Eld
Game 5: Draw - Vs Aiman's CSM (1k Sons)

The result as can be seen leaves much to be desired. In all the games, my Cmd Sqd have been underperforming. They have not been able to Alpha Strike and kill anything except one vehicle when I was playing against Alvin. I also lost my LR on my opponent's first turn twice before I even got to move. Funny as it may seem, in all the 5 games my opponent got to go first. But that is not the main thing...

There is something that needs to be done to my list. Air Support is one. Weight of fire is another. Brain working properly is also one other thing lol! ... What do you guys think?


Last edited by BLee on Wed Jul 10, 2013 7:38 am; edited 1 time in total
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Dr-DOOOM!!!
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Jul 01, 2013 4:59 am

since shooting is your focus here. i say lose the land raider to save more points for more dakka.
keep the Comd Sqd with meltas and the Drop pod.

if you face shootier armies like Tau or DE or Eldar, then deepstrike the Termies using Drop pod homing (if available) into enemy's line to create pressure on his gun line.

if you face fighty armies, then deploy the termies as usual with your force for counter assault or screening.

hack, with the points of a land raider, you can actually get another unit of Termies with TH&SS. Smile
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Jul 01, 2013 5:39 am

Dr-DOOOM!!! wrote:

if you face shootier armies like Tau or DE or Eldar, then deepstrike the Termies using Drop pod homing (if available) into enemy's line to create pressure on his gun line.

cough cough bad idea
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Jul 01, 2013 5:41 am

Paxter wrote:
Dr-DOOOM!!! wrote:

if you face shootier armies like Tau or DE or Eldar, then deepstrike the Termies using Drop pod homing (if available) into enemy's line to create pressure on his gun line.

cough cough bad idea

Laughing we just saw that last Friday. It was quite a nice demo of the new shuriken weaponry.
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Jul 01, 2013 5:54 am

yea man... shuriken weapons hurt like mad.
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Jul 01, 2013 6:13 am

your land raider seems odd in a mostly shooty army. I'd say the same thing about your termies... It's your counter-assault unit but it's also a sore thumb that ppl would shoot at. Also 5 termies seems insufficient... It's a point sink that seems neither here nor there...

I think the points are better well spent making your army more shooty. Maybe even a stormtalon or two.
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Jul 01, 2013 6:17 am

yea, since you said you have problem against fliers, then get 1 or 2 fliers with the land raider points. Smile
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Jul 01, 2013 6:31 am

true dat. follow my army list philosophy, why get one when you can get two...
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Jul 01, 2013 7:23 am

Take a Storm Raven Bro.. very usefull.
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyWed Jul 10, 2013 7:37 am

Thanks guys... sorry late re cos I've been really tied up...

Anyways, update, update...

Game Results so far:
W:L:D > 0:5:1
Game 6: Lost - Vs Edward's Eld + Tau

Ok now this was a narrow loss and my LR survived through the game cheers ... Lost because I had little exp against Karandras and Wraithguards wraithguards ... oh well...

I will have a few more go at this list before I try my 2nd List (Fluff List) as below:

1,840pts - Fluff (10pts dunno where to put yet)

HQ:
Captain – PF + SS + AA

Troops:
Tac Sqd – Flamer, Lascannon
> Razorback < TL Pg + LC
Tac sqd – Flamer, Lascannon
> Razorback < TL Pg + LC
Tac Sqd – Flamer, Lascannon
> Razorback < TL Pg + LC

Elites:
Assault Termi - TH&SS (5)

Fast Attack:
Assault Sqd (10)

Heavy Support:
TFC
Storm Raven -TL MM, TL LC, SS Missiles (4)
Dev Sqd (10) - ML (4)

I call this list fluff because if you see closely, this list has 1/2 a company with some support from the termies, TFC and SR... Cool
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyWed Jul 10, 2013 9:39 am

10 points? Digital Weapon so can reroll that unlucky "1" for PFist OR replace the PF with TH. You'll wanna stun the MC you're fighting with.

Quote :
Fast Attack:
Assault Sqd (10)
No upgrade?
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyWed Jul 10, 2013 10:08 am

seems like the Eldar is terrorizing Hobby Forge. They shall be stopped by my almighty cheeeeeeze. Razz

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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyWed Jul 10, 2013 10:45 am

i dunno why... but marines lists seem so... incomplete compared to xenos lists. (Not particularly yours, Blee, just in general). I'm gonna have a go at designing a marine list...
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyWed Jul 10, 2013 10:49 am

coz your marine army all 2+ armor saves wan ma...... =.=!!
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyWed Jul 10, 2013 10:57 am

ya but even mine feels so... impotent compared to xeno lists.

Does GW think it's more than enough to hv good armour save? Seems that's the only thing marines have going for them - good toughness, good armour, good inv saves, good morale.
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyThu Jul 11, 2013 4:59 am

dann.toh wrote:
ya but even mine feels so... impotent compared to xeno lists.

Does GW think it's more than enough to hv good armour save? Seems that's the only thing marines have going for them - good toughness, good armour, good inv saves, good morale.

Well... shit can happen and armour saves is no guarantee of a save... even termies can go down due to bad rolls. Statistics can only go so far. As for the rest, toughness is above average but the amount of weapons that negate this benefit have also increased, invul save is limited to certain units only while morale is so-so as well (most of the time that unit will either be locked or be wiped)... The thing is as a Space Marine player, we really need to maximise our limited numbers in the field since we are most likely to be outnumbered.

Also with the change to 6th Ed, I noticed that while space marines are a generalist army, space marines armies will have to adopt a stricter approach to counter enemy units. It is now less forgiving than it used to be. I'm not lamenting our limitations but until we can see the X factor, we still have a lot to learn.

Oh wells...
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyThu Jul 11, 2013 5:18 am

@Dann : You're spot on bro.. The Xenos are one level higher than marines right now. Very fluffy.. but not good for gaming. At least, that's MHO.

@Blee : Go cheese.. that's the only easy way out for Marines and CSM.

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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Jul 15, 2013 5:31 am

Game Results so far:
W:L:D > 1:5:1
Game 7: Win - Vs John's DE

The more I look at my list, the more hybrid mech list it looked. I used a similar list anyways and I was fortunate that the deployment (Hammer & Anvil) and mission (Big Guns Never Tire) kind of favoured me. John graciously opted not to bring a flyer since I had no flyer. Hence he decided to test out his brand new FW Tantalus (12 S5 AP2 shots with 12 12 10 armour).

Anyway, the game was against John's Wych & Mobile Gunline list... In general, he's got Lilith, 55 wyches, 15 Elite warriors, 4 Raiders, 3 Venoms, 2 Ravagers and 1 Tantalus... that meant 12 splinter cannons, 6 dark lances, 4 disintegrator cannons and that fancy AP2 guns on the Tantalus... freaking scary stuff... When he got to go first, yes, you guessed it... his raiders and tantalus were in my face on turn 1, while his long range shooters took out my TFC, a Pred's AC and a cbt sqd with lascannon... need I say more on their scariness?

His wave of terror swept in like a tidal wave putting me on the back foot. With his first turn done, I breathed a sigh of relief and tried my best to shoot down as many things as possible before their eventual assault next turn. Thankfully, my shots were able to slow the wyches' approach, downing 4 transports and 2 venoms.

After that it was nearly all up close and nearly personal. By the end of the game, I had a 2 man cmd sqd, 1 marine engaged with a wych (not relationally), 1 sgt. on a objective, 1 sgt. and a marine on another objective and my termies or termi (since there was only 1 left) and my captain still in a fight with 5 wyches (from an original 15 + Lilith). As for my mech, I still have a 1HP Pred, 3 HP Pred, 1HP Razorback and 3HP DP.

I suppose the dice rolls were against John when it came to his flicker field and cover saves but had things gone his way, I can see him haywiring my tanks left, right and center.

More to come...
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Jul 15, 2013 5:54 am

Nice stuff blee. Wah seeing a RL tantalus would have been fun Very Happy
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Jul 15, 2013 5:18 pm

A Tantalus!.. okay that's rare.. wait.. Lelith?! That is even more rare! Somebody actually play Lelith hahaha! This guy deserves some respect!! Laughing
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Aug 19, 2013 5:05 am

It has been awhile... what more with the recent campaign...

Neways... results so far...

Game Results so far:
W:L:D > 1:8:1
Game 8: Lost - Vs Subhan's Necrons
Game 9: Lost - Vs Alvin's IG
Game 10: Lost - Vs Shaun's DA

The game with Subhan's Necrons was close. It was played during the campaign of which Subhan was attacking a hive city and I was defending. It was a close game what more with a FAST Land Raider and a Quad Gun Bastion benefit on my end. Despite them, Subhan's flyers were the MVP. That single line stretch of S10 AP1 (or was it AP2) was game changing and effectively won him the game. I managed to down all his land based vehicles but his flyers contested two of my objectives at the end of a sudden Turn 5 end. Oh well... it was frustratingly close. Had there been one more turn... his flyers would have been forced to fly out. Subhan had 1 objective and STW + LB. While I had 1 objective and FB. Hmm... this is the 2nd or 3rd time a flyer had contested and won the game against me.

I was playing against Alvin with a blur head. I managed to kill a lot of cheapo troops but could not even touch his tanks. I killed 1 Monticore and 1 Vendetta but was nearly TA-ed. I think I'm lacking games of late and unfocused with my game play.

The most recent game was against Shaun's DA. It was in this game that I realised that terrain played a very very crucial part to my list (especially with the new boards). Because of my Hybrid Mech Gunline list, the units had to be able to support each other's shooting. Unfortunately, I only realised this at the end of the game. Due to terrain, my firepower was split and this allowed Shaun to take care of them one at a time. Once again I was nearly TA-ed.

But I finally saw where it went wrong thanks to Shaun's original pointing. On thinking further back I realised that it was the same thing since Subhan's game... due to the uneven terrain, my shooty elements were shooting solo or were somehow reduced in volume of fire. Then again, I was not castling up as the norm of such list would have me. Oh well, I finally see it.

Thoughts anyone? Especially those I've played with?
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Aug 19, 2013 2:48 pm

Yea that and your Target Priority
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Aug 19, 2013 3:13 pm

I'd say be more conservative with your charges n choose your targets carefully. Your army is primarily shooty after all. One good shooting phase from u should not be weakening several units, but taking out one big threatening unit or two.

how do u determine a big threatening unit? If it could potentially charge or out shoot u. Then it must die.
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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyTue Aug 20, 2013 9:00 am

Thanks for the general feedback...

Yes, fire discipline will need to be improved along with target priorities. My mind seem to have taken a back seat of late. Need to whip that part of my mind to be sharper...

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PostSubject: Re: 4th Company Ultramarines - 1,850pts   4th Company Ultramarines - 1,850pts EmptyMon Sep 02, 2013 9:57 am

Been awhile and it seems like this will be the last update for this list since the codex will be out very soon!

Game Results so far:
W:L:D > 2:8:1
Game 11: Win - Vs CikguDin's Eldar

Well the possible last game for this list was against CikguDin's Eldar army. His was a very mech heavy army with 3 Wave Serpants, 2 Fire Prisms, 2 Crimson Hunters and 1 sqd of 3 Vypers. That left him with little foot soldiers... Yriel, Lvl 2 Farseer, 2 5-man Sqds of Dire Avengers and 1 Sqd of 5-man Fire Dragons.

We rolled and got Purge the Alien (KP game), DOW deployment and night fight turn 1. CikguDin had first turn but I managed to seize.

Turn 1 saw me DP with Cmd Sqd coming in but failing to melta his 1st Fire Prism (the other was in reserve) with a roll of 2-1-2-3... the 3 rolled another 2-1 and failed to pen affraid Thankfully, with search light my other elements managed to pop 1 Wave Serpent and maul down 2 Vypers leaving the last one with 1 HP. CikguDin's turn came but only managed to kill 2 meltagun dudes from the Cmd Sqd and 1 LS. Other shots were ineffective.

In turn 2, my Cmd Sqd only managed to immo the Fire Prism at one corner and did little else. As for the others, they did better, taking out the last Vyper, 2 Wave Serpants, Yriel (lascannon shot) and 1 Dire Avenger Sqd. The Fire Dragons and disembarked Farseer and his Dire Avenger escort were shot and lost some men but that was all. CikguDin made a come back with his reserves and totaled my LR with a Prism shot, courtesy from the just arrived tank (my termies even got pinned from that lol!). The Crimson Hunters took out my other LS and destroyed the AC turret on a Pred. Then his remaining Fire Dragons (2 only) took out the very nearby Razorback.

In turn 3, I finished off all of CikguDin's foot soldiers leaving him with only the 2 flyers and 2 Fire Prism; one of which was immobilised and with 1 HP left. I guess this result remained until the end of Turn 7. Other than that, he was simply shooting at my army with his flyers while his tanks tried to kill off my Captain and his termi escort. Sadly, my list could not do much and had no choice but to take the losses every turn.

At the end of it, it became a very close win for me... 9 (3 Wave Serpants, 1 Vyper Sqd, Yriel, Lvl 2 Farseer, 2 Sqds of Dire Avengers and 1 Sqd of Fire Dragons) +3 (FB, LB and StW) vs 10 (2 LS, 2 Pred, 2 Razor, 1 LR, 1 Termi Sqd, Cmd Sqd, DP).

Hmm... am pondering now if I should get the AA tank from the new codex... will have to see the stats and decide. Wonder if Sgt. Chronus will add his BS5 to it if I were to split fire it... Hmmm
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