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Kirkham's Log - For Macragge


NKirkham24

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So, this is my first post on Bolter & Chainsword.

 

I’ve been a long time lurker, but finally thought I’d share what I’ve been up to. I’ll use this thread as a log for my Ultramarine forces, which is my primary collection.

 

I’ve been interested in the hobby ever since I was a kid, and collected various things since then, but I’ve only really been playing for the last couple of years.

 

I have a mate locally who also plays, so I manage to get the odd game in each month. We don’t use mega competitive armies, just try various units and combos trying to keep it fluffy, although we are looking in to some local tournaments, and i'm considering going to a birng and battle evening at my local Warhammer store in the near future.

 

We managed to play a couple of games today, and i managed to make some notes, so I thought I’d try and make a little bat rep which I’ll post in a moment which I hope you'll enjoy.

 

Any feedback on list, style of the report, etc is welcome.

 

I'll try and get my pictures onto the laptop and add them to the next post if possible.

 

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Firstly, the lists. Since the supplement dropped, I haven’t used Guilliman, so I wanted to do a list that fitted him in. I also wanted to try a few different combos on characters, like Cassius’ litanies etc.

 

I took Guilliman as my warlord for the extra CP. My relic I gave the Primaris Chaplain the new Crozius, because I wanted to run him as a bit of a melee distraction, and I gave the Techmarine Seal of Oath.

 

For the Aeldari, my mate used a couple of the new craftworld attributes from PA1; Wrath of the Dead giving him re-roll 1s on his Wraith constructs, and Warding Runes for a 5+ vs MW. His Warlord took Seer of the Shifting Vector for a free re-roll per turn.

 

Ultramarines Guilliman & Sons – 2000 points

Battalion Detachment

3x HQs

Chaplain Cassius – Litany of Faith, Recitation of Focus

Chief Librarian Tigurius – Scryers Gaze, Telepathic Assault, Empyric Channelling

Primaris Chaplain – Mantra of Strength, Relic - Benediction of Fury

 

4x Troops

Infiltrators – 5 man

Intercessors – 5 man, stalker bolt rifles, auxiliary grenade launcher, sergeant w/Chainsword

Intercessors – 5 man, auto bolt rifles, auxiliary grenade launcher, sergeant w/ thunder hammer

Tacticals – 7man, 1x plasma gun in the squad

 

2x Heavy Support

Eliminators – 3 man with bolt sniper rifles

Whirlwind – vengeance launcher

 

Super Heavy Auxiliary Detachment

1x LOW

Roboute Guilliman – Warlord

 

Vanguard Detachment

2x HQs

Librarian in Phobos armour – Hallucination, Tenebrous Curse

Techmarine – boltgun, power axe, servo-harness, seal of oath

 

5x Elites

Invictor Tactical Warsuit – fragstorm grenade launcher, heavy bolter, 2x ironhail stubber, incendium cannon

Ironclad Dreadnought – dreadnought chainfist, dreadnought close combat weapon, heavy flamer, meltagun, 2x hunter killer missiles

Redemptor Dreadnought – heavy onslaught gatling cannon, heavy flamer, 2x storm bolters

Venerable Dreadnought – dreadnought close combat weapon, twin lascannon, storm bolter

Victrix Honour Guard

 

Aeldari Wraith Host – 1998 points

Battalion Detachment

2x HQs

Farseer – Doom, Guide, Singing Spear

Farseer – Fortune, Executioner, Witchblade

 

3x Troops

Dire Avengers – 5 man

Dire Avengers – 5 man

Rangers – 5 man

 

Vanguard Detachment

1x HQ

Wraithseer – Warlord – Deliverance, Enliven, D-cannon & Ghostspear

3x Elites

Wraithblades – 5 man – ghostaxes

Wraithblades – 5 man – ghostswords

Wraithguard – 5 man – D-scythes

 

2x Heavy Supports

Wraithlord - 2x shuriken cannons, 2x shuriken catapults

Wraithlord – 2x Bright lances, ghostglaive, 2x shuriken catapults

 

1x Dedicated Transport

Wave Serpent – shuriken cannon, twin star cannon

 

 

Super Heavy Auxiliary Detachment

Wraithknight – 2x shuriken cannons, 2x heavy wraithcannons

Edited by NKirkham24
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Terrain - The board was covered with ruined buildings, one in each quarter, with various extras like shipping container and broken walls dotted around. There was a main thoroughfare running down the centre of the board, from my deployment zone to my opponents. The objectives were placed fairy equally, 3 & 6 nearest to my deployment zone, 1 & 4 half way up the board either side of the central road, and 2 & 5 in similar positions near my opponents deployment zone.

 

We were playing the Tactical Gambit – Maelstrom mission and rolled Hammer and Anvil for deployment.

 

Deployment - I deployed my Venerable on the far right of my deployment zone, in cover for the most part, with a good line of sight diagonally across the board to the Wraithknight. The Tacticals were closer to the centre on the right, sitting on Objective 3. In the centre of my deployment zone, on the road, was both the Ironclad and Redemptor, along with the Techmarine, Guilliman, Tigurius and the Victrix Guard. To the left of these was Cassius, along with the Stalker squad. The Whirlwind hid out of sight behind a large building, with the Auto bolt rifle squad further left with the Primaris Chaplain, ready to run round the wall and jump on some objective.

My Infiltrators deployed on objective 4, halfway up the board, while the Invictor and Phobos Lib took similar positions on the right flank.

 

The Aeldari had the Wraithknight on my left flank, along with the 2 squads of Dire Avengers (one purple furthest left and one blue closer to the centre) and a Farseer who hid behind the building there. The two Wraithlords and the Wraithseer were quite central, while the second Farseer and the Axe Wraiths were on the right flank along with the Wave Serpent which held the sword Wraiths. The D-scythe Wraiths were in Webway strike. The Rangers deployed in cover about 9” in front of the Wave Serpent.

The Ultramarines got 1st turn and the Aeldari Failed to seize.

 

Deployment (1)

 

Ultramarine Turn 1

Cards – Secure Objective Primus, Secure Objective 4, Champions of the Imperium (kill a character)

This was a decent draw for me, as my infiltrators were already in cover on objective 4, meaning 2 VPs were already in the bag.

 

Movement - The Auto Intercessors advanced round the building and headed for Objective 6, with the Primaris Chaplain following on behind. The right flank stayed stationary, while the Dreads and characters pushed up the centre of the board. Cassius stayed with the Whirlwind and stalkers to dish out litanies. The Invictor pushed further right, towards the Rangers

 

Psychic – Low key phase with Tigurius gaining a CP from Scryers Gaze, and everything else being out of range.

 

Shooting – The Eliminators manage to kill three of the purple Dire Avengers with hyperfrag rounds, and the Venerable Dread put a single wound on the Wraithknight. The Invictor put 2 wounds on the Wave Serpent with it’s flamer, while all the other guns took out three of the Rangers. All the other guns were either ineffective, such as the Whirlwind, or, for the most part, out of range.

 

Charge & Fight Phase – The Invictor and Phobos Lib charged the Rangers, with the remaining two killed by the Invictor before the Librarian had chance to swing. The Lib stayed put, in cover, while the Invictor consolidated forward in front of the Wave Serpent, hoping to box in the Wraiths and just generally be a nuisance.

 

Points – I achieved 3 VPs with Secure Primus, Secure 4 and First Strike.

 

Turn 1 (1)

 

Aeldari Turn 1

Cards – Advance, Kingslayer & Legacy of Sorrows (kill character). My opponent chose to burn Advance and Kingslayer and instead got Overwhelming Firepower, worth double points.

 

Movement – The Wave Serpent jumped over the Invictor and settled down in the middle of the ruins, just in his own half of the board on my right flank. All the units on the left flank moved up, with the Farseer behind the Wraithknight and remaining two purple Dire Avengers. The Blue Dire Avengers, still at full strength, moved more centrally to get a bead on the Infiltrators and the Auto Intercessors, while the two Wraithlords and the Wraithseer headed down the road in the centre of the board.

 

Psychic – with Tigurius out of range, most the Aeldari psychic powers went off. On my left the Farseer put Fortune on the Wraithknight and managed 3 MW on the Infiltrators. The Wraithseer gave the most advanced Wraithlord a 6+ FNP while the Farseer on the right managed to get 3 MW on the Invictor with Smite, while Doom was denied by the Phobos Librarian.

 

Shooting – The blue Dire Avengers fired into the Auto Intercessors on my left flank, managing to kill one and wound another. The remaining members of the purple squad fail to do any damage to the same target. The Wraithknight splits fire, killing 2 more of the Auto Intercessors, while the big guns smash the Redemptor. Initially my opponent rolled 12 damage, but re-rolled a 2 into a 6 in order to kill the Redemptor. *I made a big error here, as about 5 minutes later I remembered Duty Eternal, which would have saved the Redemptor, but I’d forgot to activate it when he declared it a target it.

The rearmost Wraithlord opened up on the Invictor, taking 4wounds off with his Bright Lances. The Wraithseer the finished him off with his D-cannon after rolling 6 damage. This also exposed my Phobos Librarian. The remaining Wraithlord shot into the remaining Auto Intercessors, reducing the squad to just the sergeant on one wound. The Wave Serpent managed to get two wounds onto the Phobos Librarian, but he took these like a boss, saving them all including one at AP-3.

 

Charge & Fight – Axe Wraiths did attempt a long bomb charge on the Librarian but failed, bringing the turn to an end.

 

Points – my opponent managed 3 VPs too, with Overwhelming Firepower worth 2, and First Strike for the Redemptor. Scores level at 3-3.

 

Eldar Turn 1 (1)

 

 

Ultramarines Turn 2

Cards – Secure objective 5, Champions of the Imperium, Supremacy. I burnt the first two and drew Proof of Doctrine.

 

Movement – Phobos Librarian comes back toward the centre of the board, in cover, next to objective 1. The centre blob, minus the now defunct Redemptor, continue up the centre, while the Primaris Chaplain pushes on towards the Infiltrators who remain in cover on objective 4. The lone Auto Intercessor sergeant gets into cover near objective 6, waiting for an opportune moment to strike. The remaining units on both the right and left of my deployment zone stay put.

 

Psychic – the Phobos Librarian fails to do any damage with his powers, while Tigurius manages 1 MW on the Blue Dire Avengers with Telepathic Assault, followed by 4 MW on the Wave Serpent with a super Smite.

 

Shooting – The Venerable Dreadnought managed to get 4 wounds on to the Wraithknight, while combined fire from the Auto Intercessors and Infiltrators remove the blue Dire Avengers. The Eliminators manage to put 6 wounds on the Farseer (on the left flank) but she manages to save half of them, leaving her with 2 wounds left. The Whirlwind manages 1 wound on the Wave Serpent. Remaining units were either ineffective or out of range.

 

Charge & Fight - The Infiltrators fail a relatively long charge at the remaining two purple Dire Avengers, no other charges were declared.

 

Points – I scored 1 VP for Supremacy, holding Objective 3, 1, 6 and 4, and another 2 for Proof of Doctrine, bringing the score to Aeldari 3-6 Ultras.

 

Aeldari Turn 2

Cards – Legacy of Sorrows, Master of Runes, Defend objective 4. All 3 were kept.

 

Movement – The Wave Serpent moves right up towards my deployment zone and objective 3. The Axe wraiths and Farseer moved up to midfield on the right flank, while the shuriken Wraithlord and the Wraithseer moved to the centre of the board. The Wraithguard with D-scythes dropped in from the Webway right in the centre of the board, in front of these, while the Wraithknight continued it’s march up the left flank, eyeing up the Infiltrators right in front of it. The remaining Dire Avenger and the Farseer follow in its wake.

 

Psychic – On the left flank Smite killed an Infiltrator, bringing the unit down to 3. Fortune again went off on the Wraithknight. CP was used on unparalleled mastery, but executioner then failed. The Phobos Librarian and the Farseer on the right flank continue their personal psychic duel. The Farseer attempted to cast doom, rolling a double 6 and taking 2MW from the Perils test, despite his ghosthelm. The Librarian then denied this with a 12 himself, thanks to the +1 off the psychic hood. In retribution, the Farseer managed to smite the Librarian for 3 MWs.

 

Shooting – The Wraithknight puts its shuriken cannons into the Infiltrators killing one and wounding another, reducing the squad to just the sergeant, while the Heavy guns killing two of the three Eliminators. Bright Lances from the Wraithlord cause two damage on the Ironclad. Farseer again goes after the Phobos Librarian, but he saves this again. The Wave Serpent’s serpent shield kills one of the two Victrix Guard, while the Star Cannon took a further wound of the Ironclad bringing it down to 5 remaining. The final unit to shoot is the Wraithguard with D-scythes, one shooting into the Phobos Librarian and finishing him off, while the other 4 put 8 wounds on the Ironclad, also killing him off.

 

Charge & Fight – Wraithknight charges the Chaplain and Infiltrator, killing the Chaplain off, although the Infiltrator survived.

 

Points – Legacy of Sorrows 1VP, Master of Runes got 2VPs on the D3. The score now stood at 6-6 after Turn 2.

 

Ultramarines Turn 3

Cards – Defend objective 1, Secure objective 2, Area Denial. I opted to burn Defend 1 and secure 2, instead getting Witchhunter for 2 points.

 

Movement – The Auto Intercessor sergeant stepped forward with his Thunder Hammer towards the Wraithknight. On the right flank the Venerable Dreadnought stepped round the wall to move himself close to the Wave Serpent. Guilliman, Tigurius, the remaining Victrix Guard and the Techmarine push on and reach the centre of the board, right in front of the Wraithguard, Wraithlord and Wraithseer.

 

Psychic – Tigurius manages a super smite for 3 wounds, killing one of the D-scythe Wraithguard, Telepathic Assault managed a further 4, but 3 of these were saved.

 

Shooting – Techmarine, Guilliman, Tigurius and the Auto Intercessor all kill 3 more of the D-scythe Wraithguard, leaving one left with two wounds remaining. The whirlwind then kills the last one off.

 

Charge & Fight – Tacticals and Venerable Dreadnought charged the Wave Serpent. The Auto Intercessor went into the Wraithknight and the Primarch charged the enemy warlord. The Venerable Dreadnought thumped the Wave Serpent, finishing this off, and the Sword Wraiths piled out unhurt. The Aeldari were out of CP at this point, so no interrupts were possible. The Auto Intercessor Sergeant managed to get 5 Damage on the Wraithknight who only managed to kill the Infiltrator sergeant in return. Guilliman absolutely smashed the Wraithseer, managing to cause 20 damage with the Hand of Dominion and the consolidated into the Wraithlord next to it but no damage was caused.

 

Points – Thanks to the Primarch’s intervention I scooped another 3 VPs this turn, with Witchhunter worth 2, and 1VP for Slay the Warlord.

 

Eldar Turn 3 (1)

 

Aeldari Turn 3

Cards – Defend objective 4, Defend objective 3, Secure objective 1. All kept.

 

Movement – The Axe Wraiths move towards the Primarch in the centre of the field. The Wraithknight walks out of combat with the Auto Intercessor Sergeant, heading round the building on the left flank towards my Whirlwind. The Farseer on the right flank jumps onto Objective 1, while the 1 remaining purple dire avenger still sits on objective 4 and so starts defending it.

 

Psychic – Doom successfully cast on Guilliman, smite also hit the Primarch causing 2 wounds, reducing him to 7. The Farseer on the left flank finally kills off the Auto Intercessor thunder hammer sergeant. Fortune on the Wraithknight fails.

 

Shooting – The rearmost Wraithlord’s two bright lance shots miss the Victrix Guard. The Shuriken cannons off the Wraithknight fail to kill the remaining Eliminator, while the heavy wraithcannons take 4 wounds from the whirlwind, bringing it do to 7 wounds.

 

Charge & Fight – Axe Wraiths charge into Guilliman, who is already in combat with the Wraithlord. The Wraithknight charges into the Whirlwind, who manages to get a wound through, causing two damage and reducing the Knight to 12 wounds and it’s the middle bracket. The Sword Wraiths charge into the Venerable.

In the fight phased the Axe Wraiths manage to get a single wound through on Guilliman, causing three damage and reducing Roboute to 4 wounds. The Swords Wraiths manage 5 wounds onto the Venerable, though only three get through the saves, reducing him to 5 wounds. The Wraithknight punches into the Whirlwind, causing 6 damage, with the Whirlwind surviving on just 1 wound remaining.

In reply, the Venerable Dreadnought smashes through all the Sword Wraiths, the flat 3 Damage Dreadnought fist being perfect for the job. Guilliman puts 4 of the Axe Wraiths down, then uses the 3CP stratagem to fight again, killing the remaining Wraith and putting 3 damage on the Wraithlord.

 

Points – The Aeldari get 2 VPs for Defend objective 4 and 1 VP for Secure objective 1. This levelled the score at 9-9 after 3 full turns.

 

Ultramarines Turn 4

Cards – Area Denial, Overwhelming Firepower, Secure objective 3. All kept

 

Movement – The Whirlwind falls back while the Techmarine, Victrix and Tigurius move left towards objective 4, while the Tacticals snaked back to objective 3. The Venerable Dreadnought moved forward towards midtable, heading for objective 1 and the Farseer waiting there.

 

Psychic – short and sweet, both powers denied.

 

Shooting – The Tactical marines finish the Farseer on the right flank. The Techmarine killed off the last Dire Avenger, while the Wraithknight shrugs off all shots directed at him.

 

Charge & Fight – no charges this turn, Guilliman flattens the Wraithlord, causing 20 damage with the Hand of Dominion again.

 

Points – Destroying the Wraithlord, Farseer and Dire Avenger gave me 12” Area Denial for 2 VPs, Overwhelming firepower got me 1VP and securing objective 3 another for a total of 4. Score Aeldari 9-13 Ultramarines.

 

Aeldari Turn 4

Cards – Secure objective 4, Secure objective 2, Big Game Hunter. Although there isn’t much left, but all these are doable.

 

Movement – The remaining Farseer (on the left flank) grabs objective 4. Wraithlord in the backfield takes objective 2. The Wraithknight moves next to the Whirlwind again.

 

Psychic – The Farseer smites the Techmarine for 3 MWs, casts Fortune on the Wraithknight again which Tigurius fails to deny.

 

Shooting – Heavy Wraithcannons on the Knight miss the Venerable Dreadnought, shuriken fails to take the last wound from the Whirlwind. The Wraithlord puts both bright lances into Guilliman but both were saved.

 

Charge & Fight – Wraithknight charges the Whirlwind, Stalker and Cassius, killing the Whirlwind and three of the stalker bolt rifle squad. Cassius managed to get 1 damage through following the various saves putting the Knight on 11 wounds.

 

Points – All objectives were achieved bringing the score to 12-13 in favour of the Ultramarines.

 

Ultramarines Turn 5

Cards – Blood & Guts, No Prisoners, Defend objective 4

 

Movement – Cassius and the Stalkers fall back from the Knight. The Tacticals shuffle to try and get into rapid fire range, while the Venerable Dreadnought stays put to steady his aim. Guilliman heads towards the Aeldari deployment zone, going after the last Wraithlord, while the other characters all move onto objective 4 against the remaining Farseer.

 

Psychic – Scryers Gaze brings 1 CP back, no other offensive psychic used as I needed to kill the Farseer in combat for Blood & Guts.

 

Shooting – For the same reason, I didn’t shoot at the Farseer. The Tacticals put a single wound on the Knight with bolter fire, the plasma gunner overcharges, killing himself but causing 2 more damage to the Knight. The Venerable Dreadnought gets another wound through with his storm bolter, but then manages to roll double 1 for the Lascannons! Guilliman’s shooting takes 2 wounds off the last Wraithlord.

 

Charge & Fight – Guilliman fails a long charge on the Wraithlord. Tigurius, the Techmarine and the Victrix Guard plow into the Farseer, with the Victrix Guard cutting her down easily.

 

Points – 2 VPs gained with Blood & Guts and No Prisoners, while I had started to Defend objective 4 after killing the Farseer.

 

Aeldari Turn 5

Cards – Priority Order = Assassinate, defend objective 1, Defend Objective 6. The two Defends were burnt, but my opponent drew Secure 6 instead for his double point objective which also wasn’t obtainable.

 

Psychic – none

 

Movement – The Wraithlord moved forward towards Guilliman. The Wraithknight pushes further into my deployment zone, aiming for Cassius.

 

Shooting – All the Wraithlords shots hit Guilliman but fail to breach the Armour of Fate. The Wraithknight kills off the Venerable Dreadnought with his heavy Wraithcannons, while the shuriken cannons take a wound of Cassius.

 

Charge & Fight – The stalkers get one wound through into the Knight on overwatch, causing 2 damage bringing the Knight down to 5 wounds, in his bottom bracket. All the knight’s attacks hit Cassius, killing him off.

 

Points – Assassinate for 1 VP, all other are discarded.

 

The rolls to see if the game continues is a 2 and its game over. Final score Aeldari 13 – 17 Ultramarines. Ultramarines Win!
Edited by NKirkham24
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  • 3 weeks later...
  • 3 weeks later...
  • 2 weeks later...
So, following Christmas I got a few new toys and i've made up a new list. I'm not a competitve player by any stretch but I am considering going to my first tournament this year and would like your thoughts and feedback on the following list. 

 

Battle-forged +3 CP

 

Battalion +5CP

HQs

Chief Librarian Tigurius - Precognition, Scryer's Gaze, Telepathic Assault

Phobos Librarian - Shrouding, Tenebrous Curse

 

Troops

5x Infiltrators

5x Intercessors - Auto Bolt Rifles, Grenade Launcher & TH on Sergeant

5x Intercessors - Stalker BoltRifles, Grenade Launcher, Chainsword on Sergeant

 

Elite

Invictor Warsuit - Incendium Cannon

Victrix Honour Guard

 

Dedicated Transport

Repulsor - Twin Lascannon, Las-talon, Onslaught Gatling Cannon, Storm Bolters, Icarus, Fragstorm Grenade Launchers

 

Spearhead +1CP

HQ

Techmarine - Master of the Forge -1CP, Power Axe, Servo-harness, Boltgun; WT - Master of the Machine; Relic - The Endurant Protector

 

Heavy Supports

3x Eliminators - 3x Bolt Sniper Rifles

3x Eliminators - 2x Las-Fusil, Sergeant with Bolt Carbine

Repulsor Executioner - Heavy Onsluaght Gatling Cannon, Icarus Rocket Pod, Ironhail, Storm Bolters, Twin Heavy Bolters, Twin Heavy Stubber, Heavy Laser Destroyer.

 

LOW

Roboute Guilliman - Warlord +3CP

 

The idea is put the Auto Bolt Rifle Intercessors in the Repulsor, let the tanks stroll up the table with MotF, Tigurius, Victrix Guard & Guilliman for re-rolls and buffs galore. 

 

The troops will hold backfield objectives, the Invictor is to try and tie up anything I deem necessary, flame any easy targets and generally be a nuisance. 

 

The Phobos Librarian will partner up with the Eliminators, preventing them getting shot up or being charged etc. 

 

Feedback welcome.
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  • 3 months later...

It's been a while since I updated this log, so here are a few pics of what i've been up to. 

 

Devastators (1)

Devastators (2)

Incursor Sergeant

Incursor (1)

Incursor (2)

Incursor (3)

Incursor (4)

 
I read about people using the leftovers from the Eliminators box, along with the easy to build Reivers, to kitbash some more Eliminators, so these were my attempt. It was also my first foray into the use of green stuff. I know have an even greater level of respect for people who use this stuff to actually sculpt.
 

Kitbash Reiver Eliminators (Front)

Kitbash Reiver Eliminators (Back)

Successor Stalker Squad additions

 

I'm currently starting my 7th week of lockdown, so gaming has been off the table for quite a while, cannot wait for some restrictions to be lifted so I can get some games in. 

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  • 3 weeks later...

I've not managed to get any more games in since the bat rep above, but thought i'd share some of my painted dudes. Need to a take a few more pics but i'll share when i've taken them. Feedback welcome. Thanks

 

Nice job,

 

How did you get the UM flag like that?    Did you do it free hand or made a decal?   I love it and the banner.

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I've not managed to get any more games in since the bat rep above, but thought i'd share some of my painted dudes. Need to a take a few more pics but i'll share when i've taken them. Feedback welcome. Thanks

 

Nice job,

 

How did you get the UM flag like that?    Did you do it free hand or made a decal?   I love it and the banner.

Thanks

 

On the Ancient? I free handed the Ultima and the writing, the rest was just the raised detail on the flag.

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NKirkham thanks for answer about the UM Ancient and Flag.     My freehand skills are terrible.  LOL    

 

I would say mine are pretty bad too, certainly nowhere near what I would like them to be. Just got to keep practising. 

 

Some of the models you see on here are insane, the way some people are able to paint is crazy! Good inspiration though.

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  • 5 months later...

So, as you probably know, there is an ongoing 2nd lockdown here in the UK. Throughout it all, I’ve been growing the Ultramarines.

 

I’ve added two sets of Indomitus as well as another Invictor and Redemptor, along with the Primaris Techamrine and Chaplain on bike, now the new codex has landed.

 

I am hoping to be able to get my first tournament in at some point in the near future. This is the list I’ve come up with so far, and I should be able to get a few games in against my pal to see how it works.

 

HQ

Tigurius

Primaris Chaplain on Bike. Warlord - Adept of the Codex; exhortation of rage

Primaris Techmarine - Master of the Forge, Warden of the Ancients, Seal of Oath

 

TROOPS

Intercessor x5

Intercessors x5

Incursors x5

Tactical Marines x5

 

ELITES

Invictor

Invictor

Redemptor

Redemptor

Victrix Honour Guard

 

FAST ATTACK

Outriders x3

 

HEAVY SUPPORT

Eradicators x3

 

TRANSPORTS

Impulsor

Drop Pod

 

Any feedback will be really good, especially from those who have used Uktras in tournament play or competitive games in general, so thanks in advance

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  • What are the impulsor and drop pod actually transporting? I can't really see anything super juicy that they can carry. The tac squad usually doesn't require the mobility / placement that the drop pod gives.

If you're taking a chaplain, might be worth making him a master of sanctity; the reliability is actually really really decent.

Are those incendium invictors or autocannon? I think for what you're (probably) trying to do, incendium work better with them moving forward from their spots while the outriders hit wave 2 and the intercessors/redemptors make up wave 3

Might be worth considering if you can fit in some grav-cannon devastators, alternatively some bladeguard to hold the midfield. 

Personal preference, but I've never been a huge fan of UM outriders.

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  • What are the impulsor and drop pod actually transporting? I can't really see anything super juicy that they can carry. The tac squad usually doesn't require the mobility / placement that the drop pod gives.
  • If you're taking a chaplain, might be worth making him a master of sanctity; the reliability is actually really really decent.
  • Are those incendium invictors or autocannon? I think for what you're (probably) trying to do, incendium work better with them moving forward from their spots while the outriders hit wave 2 and the intercessors/redemptors make up wave 3
  • Might be worth considering if you can fit in some grav-cannon devastators, alternatively some bladeguard to hold the midfield. 
  • Personal preference, but I've never been a huge fan of UM outriders.

 

 

Thought process is a unit of Intercessors in the Impulsor. This is mainly to sit on an objective, and gives me better movement potential. I also like that, if the transport gets destroyed, an obsec unit then drops out. There have been other variants of the list which include 5 bladeguard and a character, to be more offensive. I could also switch the intercessors to assault intercessors potentially too. 

 

The Outriders are to accompany the chaplain so he isn't exposed, and add a bucket load of attacks to help him get through any units he targets. Again they're to add some speed and give me mobility to contest objectives etc.

 

Both Invictors are Incendium cannons. I intend to deploy them aggressively, ideally on a mid-table objective along with the Incursors, and then let them go cause some mayhem. I've loved using the one I had previously, and now he has a tag team partner i'm keen to see what they can do in tandem. I can also use the redeploy strat if needed to mess with my opponents plans further. 

 

The drop pod is for the Tac marines, again, just to grab an objective really. I do like the devastators, and again, they're in another variant of the list, although I only have 2 with Grav Cannons so far (another box will be ordered shortly).

 

I've got a game scheduled in for Tuesday next week, so I should be able to run this and then tweak accordingly from there, although I definitely want to try the Devs

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