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Thread: CT's Ultramarines 2012 battle log

  1. #1
    Commander Crimson Templar's Avatar
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    CT's Ultramarines 2012 battle log

    So I have decided to try something new for myself and I am going to log all of my games here. I am not doing this in the battle reports section because I want to talk tactics for my games in hopes of getting some good feedback the players here on Warseer. I play Ultramarines and have for a VERY long time. As part of this thread I ask that no one suggests I use any special characters from other chapters. I play regular games with my 11 year old son, but do to his lack of tactical talent, I do not think of these games as real games as they are more of a learning game for him and not a tactical challenge for me.

    Anyway, My last game was against a blood angels army at the 2000 point level. I do not have his list but it looked like this...

    2x gunships with missiles, heavy bolters and I forget what on the doors.
    1 unit of death company with lemartes
    1 Death company Dread
    1 unit of stearnguard lead by tycho, this unit had multiple combi-meltas
    1 unit of ten assault marines with two melta guns and a combi-melta
    1 unit of 5 scout snipers with a missile launcher

    What I took to the game
    TDA Librarian with storm shield, smite and Null zone
    Assault terminator squad with 3x THSS and 2x Claws in a land raider redeemer
    Terminator squad with cyclone missile launcher and chain fist in a land raider with multimelta
    2x land speeder typhoons
    Tactical squad with powerfist, Combi-flamer, flamer, missile launcher and rhino
    Tactical squad with powerfist, Combi-plasma, plasma gun, multi-melta and rhino
    Tactical squad with meltagun, plasma cannon and rhino

    long story short I was tabled in turn 6!!!

    Mission = Take and Hold
    Deployment = Dawn of war
    He has First turn and deployed his scout squad on his objective and his assault squad on my right flank. I deployed a combat squad with plasma cannon on my objective and a combat squad with missile launcher in a wood in the middle of my deployment zone.

    Turn one - He moves his Assault squad up a full 12" and both Storm ravens come onto the board, move 24" and are in my face. (Wow, those things are fast!) Scouts spot my squad in the middle and open fire killing one marine. A storm raven kills a second.
    I begin my turn moving my Landraider with Terminator squad onto my left flank to move up to support my objective. My Reedemer with assault termy squad and librarian move up to counter the Bloodangels assault squad. All three Rhinos move up the middle. Typhoons each come on a flank to try to get side armor shots. The Redeemer flamestorms the assault squad and kills 3 or 4 (I forget exactly). Both typhoons do nothing. Godhammer attempts to kill a storm raven and fails. Turn one ends with little in the way of killing anything in his army

    Turn two - Assault squad moves up to within 3" of my redeemer. Stormraven with Death company moves 6"towards my Objective and spits out it contents. The dread moved towards my middle combat squad while the death companyt prepare to run. Stormraven with Stearnguard moves towards my right. His shooting phase sees off my right Typhoon, Redeemer, Plasmacannon combat squad and a rhino. After destroying my Redeemer his assault squad assaults my terminator squad. (As I write this I realize that is not legal, right? Can you assault the contents of a transport you shot at and destroyed?) Legal or not he lost that assault as I caused more wounds than he did and he failed his Ld test. The Death Company moved towards my objective and prepared to destroy the remnants of the Plasma cannon combat squad. His dread assaulted my Missile combat squad and killed them all.
    My turn saw me deploying all of my marines and move my rhinos forward. The terminator assault squad moved to catch the BA assault squad. Termy squad deploys to shoot the death company. Tactical marines all move to gain fields of fire. In my assault phase I caught up to his assault squad and destroyed it, although it cost me three THSS terminators.

    Turns 3-5 are a blur as his Death company and DC dread wrecked havoc on all of my tank and my tactical squads and terminators. High lights include locking his DC in HtH with a Terminator squad and using a rhino to redirect his DC dread away from my tactical marines. He blew teh weapons off of my second typhoon as well as stunned it. In turn 5 it made a rush to tank shook his scouts, but was about 5" short. At the end of turn 5 I had one combat squad left, and my typhoon. I was surrounded by an immobilized stormraven, an fully mobile stormraven, a Stearnguard squad and a deep feeling of dread. I had not moved his scouts off of his OBJ and my TWO marines left were on mine. At the bottom of the 5th I hoped the dice gods would give me a draw......

    Turn 6 only made it half way through his shooting phase and the game was over.


    In the end I was unable to get more than 12" onto the table before I was engaged in close combat by his army. So here I what I learned, THSS termies die, Null zone is a waste on any army without invulnerable saves and combat squads are not big enough to hold an objective vs a close combat oriented army. I wish my Redeemer had lasted longer, but it was comical to watch his assault marines die to a template weapon.
    The combi-plasma gun on my second squad SGT has been an issue for me over many games and so has finally been retired and replaced by a plasma pistol. I also removed his powerfist and downgraded to a power weapon.

    One Tactic I learned was the use of Rhinos as food for Death Company. If I had thought sooner I could have used them to draw his army away from me. Land speeders could have done this as well.

    So here are the questions for the warseer forum...
    1) What would you change in my list as an all comers 2000 point list?
    2) What are the key targets vs Blood Angles? ( Blood ravens seem an obvious pick)
    3) How would you have played my list?

    CT
    Last edited by Crimson Templar; 18-04-2012 at 14:40. Reason: Added more detail
    My 2013 Record
    Ultramarines W 0/D 0/L 0
    Guard W 0/D 0/L 0
    Eldar W 0/D 0/L 0

  2. #2

    Re: CT's Ultramarines 2012 battle log

    Nothing like a vague battle report...

    Well....the vannila dex struggles to keep up with most netlists these days , unless you run certain builds. now if you have a wide variety of models you might be ok..

    good things to go for are:

    Land Speeder Typhoons
    Dreadnoughts with 2 x Twin Linked Autocannons [Riflemen as they are known]
    Footslogging Assualt Terminators walking in front of your gunline, so that they deter potential assualters...

    and thats about it, unless you have vulkan hestan, in which case it is worth building an army around his abilities:

    Eg: My marine army....i win some games, lose some games.. 1500 Pts

    Vulkan
    Captain on Bike
    1 x 5 Bikes with 2 Flamers , Power Fist
    2 x 5 Bikes with 2 Meltas , Power Fist
    2 Attack Bikes with Multi-Meltas
    10 Sternguard with 5 Combi-Meltas , 1 Heavy Flamer , Drop Pod
    2 Land Speeder Typhoons
    Last edited by Agriss; 17-04-2012 at 15:02.
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  3. #3
    Chapter Master Kelanen's Avatar
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    Re: CT's Ultramarines 2012 battle log

    Quote Originally Posted by Crimson Templar View Post
    I am not doing this in the battle reports section because I want to talk tactics for my games in hopes of getting some good feedback the players here on Warseer.
    Wanting feedback or not, this should still be in the Battle Reports section - it's what it is!
    Kelanen

  4. #4
    Commander Crimson Templar's Avatar
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    Re: CT's Ultramarines 2012 battle log

    OKAY I got it.... I updated the report with some more detail. Kelanen, I don't disagree with you and if the Mods agree as well then they can feel free to locate this in the right place.

    @ Agriss - Thank you the PM.

    To those who want to get involved I was asked to post my available models.

    Here goes...

    HQ
    Marneus Calgar and Honour guard
    Masters of the chapter
    Chaplain Cassius
    Chaplain with JP and Plasma pistol
    Terminator Librarian with Storm Shield
    2x Librarians
    Captain with PW and Plasma pistol
    Command squad with Standard with powerfist, Vet with twin Lighting claws(sicarius LTD model) Apothacary, champion and Meltagunner

    Elite
    Dread with Assault cannon and heavy flamer
    Venerable Dread with plasma cannon and heavy flamer
    Dread with LT Autocannon and Missile launcher
    Ironclad Dread with hurrican bolters
    10 Assault terminators, 5 claws and 5 THSS
    10 Terminators with assaultcannon, cyclone missile launcher and 2x chain fists
    6 Stearnguard with 2x combi-melta and 1x combi-flamer
    Techmarine with PW
    Techmarine with servo-harness and PW on a SM bike

    Troops
    I - 10 Marines, flamer, Missile, SGT with fist and combi-flamer
    II - 10 marines, Plasmagun, Multi-melta, SGT with PW and Plasma pistol
    III - 10 marines, Melta gun, Plasmacannon SGT with PW and bolter
    IV - 10 marines, Plasmagun, lascannon, CCW and boltpistol
    15 scouts(2 snipers, 2 bolters, 1 missile, 1 heavy bolter, 3 shotguns, 5 Bolt pistol/CCW, 1 powerfist)
    Telion

    Transports
    4 - Rhinos
    2 - Razorbacks (1 TL Lascannon, 1 TL heavy Bolter, 1 TL plasmagun/Lascannon)

    Fast attack
    10 assault marines, 2x flamers, SGT with fist and shield
    4 Bikes with 2x meltaguns, SGT with PW
    MM attack bike
    2x Landspeeder Typhoon with Heavy bolters
    1 Land speed tornado with 2x heavy bolters

    Heavy Support
    10 Devestators, 2x Missile, 1x lascannon, 1x heavy bolter (I have 1 spare missile launcher model)
    Predator - magnetized sponsons and both turret options
    2x Godhammer Landraiders, one has MM
    1x Redeemer Landraider - magnetized to be redeemer or Godhammer
    2x Whirlwinds

    These are all complete models and I and done spending money (until next X-mas,)
    Last edited by Crimson Templar; 19-04-2012 at 00:51.
    My 2013 Record
    Ultramarines W 0/D 0/L 0
    Guard W 0/D 0/L 0
    Eldar W 0/D 0/L 0

  5. #5
    Chapter Master lethlis's Avatar
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    Re: CT's Ultramarines 2012 battle log

    Heres what you should do. That whole ultramarines thing, not competative enough. You need to start talking Vulcan. Also since you seem to like themes you should really repaint your guys green so they are salamanders otherwise it would just be list swapping and that is not cool. Spoon that, lets make em grey knights they you would be really competitive. Also you need like 12 more razorbacks.

    Now that I got that out of the way

    One thing you need to know is that Ultramarines in general are going to pay more for everything than the blood angels do as well as not being as versatile or even good. The biggest thing I can say about the list he ran was that he had very few troops. In kill points it does not matter as much but in anything else it would be difficult. I would recommend playing a more reactionary army. Try proxying a drop pod or two, see if you like them. Meltas can still hurt a storm raven pretty bad, and now you dont have to worry about short range since it doesn't matter.
    Ahhh, the internet, where people lose all social inhibitions and somehow everyone gets compared to the losers in WWII

  6. #6
    Commander Crimson Templar's Avatar
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    Re: CT's Ultramarines 2012 battle log

    More reactive would have been a good idea. I think not combat squading may have also helped. I am sorry to say that I have been collecting and painting this army since the summer of 1994. I will not repaint them. I will however love to become better with it.

    I actually re-wrote a list last night that drops the land raiders and terminators and puts in My devestator squad, dread with assautl cannon and heavy flamer, a scout squad, my assault squad and bike squad with attack bike. This list can actually be played more reactively but lacks the heavy armor. Im going to try it out next week to see how it goes.
    My 2013 Record
    Ultramarines W 0/D 0/L 0
    Guard W 0/D 0/L 0
    Eldar W 0/D 0/L 0

  7. #7
    Librarian
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    Re: CT's Ultramarines 2012 battle log

    keep the librarian but with null zone and gate instead. take 5x hammernaters. take only 2 tac with missile and plasma/melta depending on preference with rhinos. drop the land raider. keep the tactical termies with missile. throw in a dred with autocannon missile. take an auto/las pred. not sure how many points that is but it should work.

    Gate the librarian and assault termies behind enemy lines when they least expect it to contest objectives or kill lingfangs or tanks or something. use the tac termies to kill infantry. keep the tac squad together in the rino and just shoor the plasma and missile out the hatch. use the dred and pred to transports and tanks in that order. If you can fit it, put in an attack bike with multi-melta or bike squad with multi meltas for heavy armor.

  8. #8
    Commander Crimson Templar's Avatar
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    Re: CT's Ultramarines 2012 battle log

    Good ideas. If I had gate I would have been able to shift his scout squad off of his objective. I may have to rethink my list for next week. Do many people actually just sit back and use a rhino as a bunker to shoot missiles out of?
    My 2013 Record
    Ultramarines W 0/D 0/L 0
    Guard W 0/D 0/L 0
    Eldar W 0/D 0/L 0

  9. #9
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    Re: CT's Ultramarines 2012 battle log

    It keeps them safe fro harm. when an opprotunity presents itself, you bail out and bolter their asses. If its an objectives mission, I would suggest combat squading them and having the 2 rocket squads sit on objectives while you stick the other half in a rino or razorback. they are there to kill squads weaker than themsleves, not take on so ething of equal points.

  10. #10
    Chapter Master Kelanen's Avatar
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    Re: CT's Ultramarines 2012 battle log

    Quote Originally Posted by Crimson Templar View Post
    Do many people actually just sit back and use a rhino as a bunker to shoot missiles out of?
    It's more usually a MultiMelta (or occasionally a lascannon) but yes, leaving the HW firing out of the top of a Rhino is standard. 4 bolters do basically squat in the current environment, it's only the heavy weapon you are interested in.
    Kelanen

  11. #11
    Commander Crimson Templar's Avatar
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    Re: CT's Ultramarines 2012 battle log

    Ok, I've got time to go to my LGS on Thursday. I decided to go to a through back army for myself and build a list more in line with how I used to play. This is an all comers list that i used to play in 2nd and 3rd edition with updates from the current codex.

    140 - Chaplain with jump pack, digital weapons and plasma pistol
    250 - Tactical squad with powerfist, combi-flamer, flamer, missile launcher, Rhino with extra storm bolter
    250 - Tactical squad with power weapon, plasma pistol, plasmagun, multimelta, melta bombs and Rhino
    150 - 5 scouts, missile launcher, 2x sniper rifles, camo cloaks and Telion
    125 - Dreadnaught with assault cannon and heavy flamer
    250 - Assault squad with powerfist, storm shield, 2x flamers
    200 - Bike squad (4) powerweapon, 2x melta guns, MM attack bike
    130 - Predator tank with LC sponsons and HK missile.
    1495 total

    To go to 1750 and 2000 I would add the following in this order

    250 - Devestator squad, 3x missle, 1 Lascannon
    235 - Tactical squad with power weapon, melta bombs, meltagun, plasmacannon and Rhino - this leaves me 15 points shy to add something to the rest of the list. My thought was an additional scout with bolter for Telions squad bringing the number up to 6 scouts.

    So, any thoughts on how this list in its three forms would play? I have no clue what I will face. Last week I saw Nids, Wolfs, Crons and Tau at the store during my blood angels match.
    My 2013 Record
    Ultramarines W 0/D 0/L 0
    Guard W 0/D 0/L 0
    Eldar W 0/D 0/L 0

  12. #12
    Librarian
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    Re: CT's Ultramarines 2012 battle log

    It seems pretty solid to me. good troop killing, good spread of melta, and good transport killing capacity. Its got all the necessities, and a little room for fun stuff like assault marines. One thing though, you don't need camo cloaks on the scouts if you have tellion. if a character has stealth, he gives it to the squad he is with.

  13. #13
    Commander Crimson Templar's Avatar
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    Re: CT's Ultramarines 2012 battle log

    I tried to find that rule but could not. That means I'll drop the cloaksfor 15 points and add an additional scout back in to make it a 6 man squad. This still leaves the base 1500 point army at 1493. I'll add meltabombs to the chaplain. 1498.
    My 2013 Record
    Ultramarines W 0/D 0/L 0
    Guard W 0/D 0/L 0
    Eldar W 0/D 0/L 0

  14. #14
    Commander Crimson Templar's Avatar
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    Re: CT's Ultramarines 2012 battle log

    Well today's game went better than last weeks. I faced ANOTHER Blood angels player. We rolled for an annihilation mission with a pitched deployment, we played 2000 points.

    The Table was a 6 x 4 with very little terrain in either deployment zone and enough terrain across the mid-field to create a 4+ cover against any long range shooting.

    I use the army from my previous post. His army was the following.

    Dante with 5 Sanguinary guard and Priest. All armed with inferno pistols.
    5 vanguard veterans
    5 DC with LeMartes transported in a Blood Raven with Multimelta nose gun, Lascannon Turret and hurricane bolters.
    Death Co dreadnaught with claws and grappler
    5 assault marines with melta gun and inferno pistol
    Predator Annihilator

    I won the roll of and gave him first turn. Tactically I hoped this would allow me to react to his deep strikers better. I knew his whole army minus the predator could deep strike and he held all in reserve except the Predator and the Vanguard vets.

    Set-up - He deployed his pred to my left and the vanguard to my right. Both as close to terrain as possible. I deployed my three tactical squads across the board evenly spaced. 1st squad on my left, 2nd squad in the middle and 3rd squad to the far right. I also placed my Predator to my far right the dread between the Pred and my second squad. My devestator were split into a missle launcher combat squad and the lascannon with my SGT. Lascannon was in my middle and missiles were to my left . Telion and the scout went into terrain in the center of the table. Assault marines and Bike stay in reserve.
    My thoughts on my deployment were to spread out and make it so I could react to what aver he did. By not combat squading I not only saved on kill points but would have a better time of keeping him locked in combat should a unit get assaulted. With him locked other units could reposition themselves to be able to shoot him when the combat was over if he won.
    Turn 1 - Him - little movement, Vanguard moved closer to terrain and toward telion. The Predator fired at my Rhino in the middle and got one penatrating hit resulting in a weapon destroyed.
    Me - All three Tacs move forward, Dread moves forward, My predfires at his and does nothing, Lascannon combat squad (LCS) fired as his pred and he makes his cover save. Missle Combat squad (MCS) fires three frag missles at his Vanguard scoring 6 hits which result in a death. First Blood goes to the Ultramarines!!!
    Turn 2 - Him - passes reserve rolls for Dante and for his assault squad. He deploys Dante and the sanguinary rodeo in front of my Predator and his assault squad away and to the right of my left side rhino. His hopes for inferno pistol shots were lost when both squads scattered back. His shooting phase destroyed both stormbolters on first squads Rhino. There was no assault as he had no range to assault.
    Me - No reserves. I deployed my second and third tactical squads and moved my dread closer to dante and his crew. Tac1 moved forward in their Rhino to try to take better advantage of terrain. In the Shooting phase The scouts accounted for a second Vanguard death the Dread naught kills a member of Dantes crew as well as putting a wound on Dante. The MCS fires three krak missles at the Vanguard and fails to do anything. I assault nothing, because why would I feed them?
    Turn 3 - I'll write more later!
    My 2013 Record
    Ultramarines W 0/D 0/L 0
    Guard W 0/D 0/L 0
    Eldar W 0/D 0/L 0

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