Jump to content

Ultramarines tips and tricks


emperorpants

Recommended Posts

Hey guys, this will be a thread to post miscellaneous tips and tricks that only Ultramarines can do, or specific things ultras have advantages on and specific strategies to keep in mind while you are list building.  :)

 

  • Remember that between our special characters handing out cp (Calgar), our war lord traits (adept of the codex), our psychic abilities (scryer's gaze) and our special characters already having abilities that other chapters have to spend cp on to get (Cassius), we are much less cp starved than other chapters.  Don't be afraid to blow a lot of cp on a single turn to try and put your opponent away if you can, you can usually afford the cp expenditure.  Even if you spend all your cp, scryers gaze can still create another cp.  
  • ultras are quite mobile due to our super doctrine, use that to your advantage.  You can leverage it quite well in games with a lot of terrain, as you can move to get in line of sight without suffering penalties to hit, as well as double tapping with rapid fire weapons and aggressors.
  • Generally we want to be in tactical doctrine, but that doesn't mean you should always jump to it right away as soon as you can.  Consider your situation before doing so, as it might be better to stay in the devi doctrine for another turn.  If you are only switching to the tactical doctrine because you want an important unit in it to double tap (aggressors) consider using the strat that allows you to place an infantry unit into a doctrine of your choice.  Again, as ultras you will probably be able to afford it.  I know this seems obvious, but I've seen plenty of players that just auto switch with no consideration because we are ultras and we love the tactical doctrine.  It's always good to remember that just because you have an ability doesn't mean you ALWAYS have to use it.  Case in point, scouts.  Yes, they can forward deploy, but just because you can doesn't mean you always should.  Consider your situation before you do anything.  Adapt your strategy if you have to.  Remember, we are ultramarines, tactical flexability is the name of our game.  ;)

 

 

 

-

Link to comment
Share on other sites

I play Ultras Successors, I love +3” Range, and Stealthy.

 

Don’t discount Successor traits and combos.

 

Remember that just because something is “best” doing something doesn’t mean it MUST always do what is best. Advancing Aggressors while in Tactical Doctrine to get in range to shoot a Lascannon Devastator unit AND to draw fire from a Leviathan, using Transhuman Physiology to tank even more damage can be an insanely powerful move.

 

Don’t shoot at the biggest baddest thing out there, try killing it’s support structure first. An Ironhands Leviathan Dreadnought is scary, but if everything around it is dead and your opponent used all his CPs on the rest of his army it will go down quick through weight of fire.

Link to comment
Share on other sites

Paragon of War on a Biker Captain with Vengeance of Ultramar and a reasonable close combat weapon. I plumbed for a power fist because it rocks in at only 101pts.

 

This guy can cause a surprising amount of damage and can act as a character assassin by using his speed to rush a character and shoot him with 12 shots, reroll wounds on 8, that cause an additional Mortal Wound on a 6+ to wound.

 

Doesn't have to target characters of course and can very much kill plenty of troops and put wounds on things all game with those attacks.

 

There is potential for a further combination here - accompany the Biker Captain with a Jump Pack Chaplain and give +1 to wound to the Captain via Catechism of Fire. You can then use both of these characters as a tag team.

 

Don’t shoot at the biggest baddest thing out there, try killing it’s support structure first. An Ironhands Leviathan Dreadnought is scary, but if everything around it is dead and your opponent used all his CPs on the rest of his army it will go down quick through weight of fire.

Backing up this point; as a tactical tip for this, consider firing a single anti tank weapon or a Combi Plasma from a 5 Man Tactical squad at the Leviathan to draw out Duty Eternal and waste the opponent's CP. The opponent will likely think you're about to fire everything at the Leviathan and straight away use the Strategum. ;)

Edited by Captain Idaho
Link to comment
Share on other sites

Paragon of War on a Biker Captain with Vengeance of Ultramar and a reasonable close combat weapon. I plumbed for a power fist because it rocks in at only 101pts.

 

This guy can cause a surprising amount of damage and can act as a character assassin by using his speed to rush a character and shoot him with 12 shots, reroll wounds on 8, that cause an additional Mortal Wound on a 6+ to wound.

 

Doesn't have to target characters of course and can very much kill plenty of troops and put wounds on things all game with those attacks.

 

There is potential for a further combination here - accompany the Biker Captain with a Jump Pack Chaplain and give +1 to wound to the Captain via Catechism of Fire. You can then use both of these characters as a tag team.

 

Don’t shoot at the biggest baddest thing out there, try killing it’s support structure first. An Ironhands Leviathan Dreadnought is scary, but if everything around it is dead and your opponent used all his CPs on the rest of his army it will go down quick through weight of fire.

Backing up this point; as a tactical tip for this, consider firing a single anti tank weapon or a Combi Plasma from a 5 Man Tactical squad at the Leviathan to draw out Duty Eternal and waste the opponent's CP. The opponent will likely think you're about to fire everything at the Leviathan and straight away use the Strategum. :wink:

 

 

But he is only usable for causals now, if I'm not wrong with the arrival of Legends, he is not "offical" for tournaments.

 

I usually use him as antitank, the face of your enemy is priceless when he does 6 MW on a Leman Russ 

Link to comment
Share on other sites

Paragon of War on a Biker Captain with Vengeance of Ultramar and a reasonable close combat weapon. I plumbed for a power fist because it rocks in at only 101pts.

 

This guy can cause a surprising amount of damage and can act as a character assassin by using his speed to rush a character and shoot him with 12 shots, reroll wounds on 8, that cause an additional Mortal Wound on a 6+ to wound.

 

Doesn't have to target characters of course and can very much kill plenty of troops and put wounds on things all game with those attacks.

 

There is potential for a further combination here - accompany the Biker Captain with a Jump Pack Chaplain and give +1 to wound to the Captain via Catechism of Fire. You can then use both of these characters as a tag team.

 

While the +1 to wound can be nice on him, be aware that it won't improve the trigger of additional MW's as the Paragon of War WL trait specifies "unmodified rolls of a 6".

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.