Warhammer 40k Forum and Wargaming Forums banner

1 - 7 of 7 Posts

·
Registered
Joined
·
3 Posts
Discussion Starter · #1 · (Edited)
Ive recently discovered that it can be rather difficult to line up my schedule with other people locally. So I want to create a 2nd army to either get new players in to play me. Or simply to play myself when I have time. My other army is 2k pts Tyranids (pretty typical semi-competitive kraken). I also want this army to be somewhat good so that when I can play with friends from the local store it doesn't get crushed as several of them are quite good and have been playing for a long time.

So my question is what am I missing? Should I remove something and get something else? I am pretty new to the hobby so if is this a legal list? How does Operative Requisition Sanctioned work? Do I take 1 CP away and 85 pts than I can add a single assassin? Would adding an assassin drop battle forge? Anyways thanks for all advice and your time.


++ Vanguard Detachment +1CP (Imperium - Space Marines) [43 PL, 741pts] ++

+ No Force Org Slot +

**Chapter Selection**: Ultramarines

+ HQ +

Primaris Captain [6 PL, 86pts]: Master-crafted auto bolt rifle, Power sword, The Sanctic Halo

Primaris Lieutenants [10 PL, 148pts]
Primaris Lieutenant: Master-crafted auto bolt rifle
Primaris Lieutenant: Master-crafted auto bolt rifle

+ Elites +

Aggressor Squad [6 PL, 111pts]: 2x Aggressor, Aggressor Sergeant, Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

Dreadnought [7 PL, 132pts]: Twin lascannon
Dreadnought combat weapon w/Storm Bolter: Storm bolter

Dreadnought [7 PL, 132pts]: Twin lascannon
Dreadnought combat weapon w/Storm Bolter: Storm bolter

Dreadnought [7 PL, 132pts]: Twin lascannon
Dreadnought combat weapon w/Storm Bolter: Storm bolter

++ Battalion Detachment +5CP (Imperium - Space Marines) [73 PL, 5CP, 1258pts] ++

+ No Force Org Slot +

**Chapter Selection**

**Chapter Selection**: Ultramarines

Battle-forged CP [3CP]

+ HQ +

Chief Librarian Tigurius [7 PL, 115pts]: 1) Veil of Time, 2) Might of Heroes, 6) Null Zone

Marneus Calgar in Armour of Heraclus [11 PL, 2CP, 200pts]: Warlord

+ Troops +

Intercessor Squad [5 PL, 85pts]: Auxiliary Grenade Launcher, Bolt rifle, 4x Intercessor, Intercessor Sergeant

Intercessor Squad [5 PL, 85pts]: Auxiliary Grenade Launcher, Bolt rifle, 4x Intercessor, Intercessor Sergeant

Intercessor Squad [5 PL, 85pts]: Auxiliary Grenade Launcher, Bolt rifle, 4x Intercessor, Intercessor Sergeant

+ Elites +

Primaris Apothecary [4 PL, 68pts]

+ Fast Attack +

Inceptor Squad [10 PL, 135pts]: Assault bolter x2, 2x Inceptor, Inceptor Sergeant

Inceptor Squad [10 PL, 135pts]: Assault bolter x2, 2x Inceptor, Inceptor Sergeant

+ Heavy Support +

Hellblaster Squad [8 PL, 175pts]: Heavy Plasma Incinerator
4x Hellblaster
Hellblaster Sergeant: Bolt pistol

Hellblaster Squad [8 PL, 175pts]: Heavy Plasma Incinerator
4x Hellblaster
Hellblaster Sergeant: Bolt pistol
 

·
Registered
Joined
·
1,520 Posts
Point of order, if you're aiming for competitive SM you should probably consider making some soup. That having been said, since I'm not sure what kind of lists you're aiming this at we'll just stay mono-codex and consider this list in isolation.

Anyway. Let's see... I think you're aiming for a Guilliman style gunline deathball? Calgar's a good replacement, good counter-charge and hits like a truck. However, while your Space Marines have anti-infantry covered (and then some), I think you're low on anti-armour. Probably very much so, depending on your local meta. Some more long-range punch would be a good thing as well, at the moment you can be outranged and thus, forced to move.

In short, ask yourself what your plan is when your opponent brings some tanks and/or Imperial Knights :)

On an aside given that your usual army is Nids, consider whether you'll like this playstyle. Barely mobile gunlines are not for everyone :wink:


EDIT:
Some more comments on list units:
-Inceptors actually make pretty terrible Ultramarines rules-wise given that they have Fly. There's little synergy there.
-I don't think you're going to be seeing a lot of Fire Storm from the Aggressors if your opponents know what they're doing.

And to answer actual questions:
How does Operative Requisition Sanctioned work? Do I take 1 CP away and 85 pts than I can add a single assassin?
You leave 85 points open as Reserve Points, and can then spend the 1 CP during Deployment - which means you can send in the Assassin you think most useful against your opponent, giving you some versatility in your list... assuming you have all 4 models available :)

Would adding an assassin drop battle forge?
Nope. The army is battle-forged and the Assassin shows up later. Note that if your Warlord has the Imperium keyword you also have the option of bring 3+ Assassins as a separate "Officio Assassinorum" Vanguard Detachment without an HQ. Won't give you a CP though, and doesn't give you the versatility of the Stratagem, but at least it doesn't COST any CP either and it allows for a larger number of assassins.
 

·
Registered
Joined
·
3 Posts
Discussion Starter · #3 ·
I switched up the list a bit. I am not aiming for super competitive just not getting destroyed. I do enjoy tyranid CC but I think it would be fun to change it up a bit and try a semi gunline. I know their are at least 4 mech heavy armies locally and I believe two knight players.

++ Vanguard Detachment +1CP (Imperium - Space Marines) [42 PL, 657pts] ++

+ No Force Org Slot +

**Chapter Selection**: Ultramarines

+ HQ +

Primaris Captain [6 PL, 86pts]: Master-crafted auto bolt rifle, Power sword, The Sanctic Halo

Primaris Lieutenants [10 PL, 148pts]
Primaris Lieutenant: Power sword
Primaris Lieutenant: Power sword

+ Elites +

Aggressor Squad [6 PL, 111pts]: 2x Aggressor, Aggressor Sergeant, Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

Redemptor Dreadnought [10 PL, 156pts]: 2x Storm Bolters, Macro Plasma Incinerator, Onslaught Gatling Cannon

Redemptor Dreadnought [10 PL, 156pts]: 2x Storm Bolters, Macro Plasma Incinerator, Onslaught Gatling Cannon

++ Battalion Detachment +5CP (Imperium - Space Marines) [78 PL, 4CP, 1339pts] ++

+ No Force Org Slot +

**Chapter Selection**

**Chapter Selection**: Ultramarines

Battle-forged CP [3CP]

Relics of the Chapter (1 Relic) [-1CP]

+ HQ +

Chief Librarian Tigurius [7 PL, 115pts]: 1) Veil of Time, 2) Might of Heroes, 6) Null Zone

Marneus Calgar in Armour of Heraclus [11 PL, 2CP, 200pts]: Warlord

+ Troops +

Intercessor Squad [5 PL, 89pts]: Auxiliary Grenade Launcher, Bolt rifle
4x Intercessor
Intercessor Sergeant: Power sword

Intercessor Squad [5 PL, 89pts]: Auxiliary Grenade Launcher, Bolt rifle
4x Intercessor
Intercessor Sergeant: Power sword

Intercessor Squad [5 PL, 89pts]: Auxiliary Grenade Launcher, Bolt rifle
4x Intercessor
Intercessor Sergeant: Power sword

+ Elites +

Primaris Ancient [5 PL, 69pts]: Standard of the Emperor Ascendant

Primaris Apothecary [4 PL, 68pts]

+ Fast Attack +

Inceptor Squad [10 PL, 135pts]: Assault bolter x2, 2x Inceptor, Inceptor Sergeant

Inceptor Squad [10 PL, 135pts]: Assault bolter x2, 2x Inceptor, Inceptor Sergeant

+ Heavy Support +

Hellblaster Squad [8 PL, 175pts]: Heavy Plasma Incinerator
4x Hellblaster
Hellblaster Sergeant: Bolt pistol

Hellblaster Squad [8 PL, 175pts]: Heavy Plasma Incinerator
4x Hellblaster
Hellblaster Sergeant: Bolt pistol

1996/2000 pts
 

·
Registered
Joined
·
1,520 Posts
Some more stuff was edited into my previous post. This looks a lot more dangerous :) Good call on bringing in the Ancient, especially with the added Hellblasters.

Not sure how much more fine-tuning I can do. Most of my experience with Codex: Space Marines armies involves killing them :)
 

·
Registered
Joined
·
1,520 Posts
Not saying you necessarily have to, both can do good work. You do need to be aware of what you're getting for the points, though, as the point investment is a big one.

Note the Inceptors really don't benefit much from most Chapter Tactics anyway (they're prolly best as Iron Hands or White Scars... Maybe Crimson Fists). They're still good in their role - jumping around, delivering brutal close-range firepower, potentially plugging sudden holes in your line or grabbing an objective. They're your only mobile element, IF you replace them make sure it's by something that's mobile as well.

The Aggressors I'm actually a little more iffy on, as I'm just not sure they'll get to do their thing in this list against many opponents. They'll do well enough against melee heavy lists that don't have a choice but to get near them.
 

·
Registered
Space marines ( 13th Legion/ Ultramarines chapter), tyranids, Drukhari, Custodes, SoS,
Joined
·
139 Posts
With the new points cost I worked out your army ( which would be impressive in the latest incarnation) would be around 2156pts. That's a real bummer.

To maximise movement I would probably drop one of the dreads and the inceptors, replace perhaps with 3 land speeder tornadoes with assault cannons/ heavy bolters or a different loadout to suit. I like the bolter heavy loadout, as the individual units split once they land and are individual units. They can move very quickly, spread them out along a flank, as long as you don't mind losing them.

If you want to keep the ability to capture objectives, try jump pack assault squads. They could still collect objectives, but you will sacrifice wounds and damage outside of combat.

However, the change to your list may have to be more profound for the new points values, and will need to be tailored to your play style.
 
1 - 7 of 7 Posts
Top