It's all about Ultramarines due to the upcoming movie release. GW has put this out on one player's Ultramarine tactics. Any tactics general or otherwise will can help a new player beat the learning curve, so I figured I would post it.

Read it over, and critique. Give us your thoughts and the reasons behind them.

Tactics from Michael Cwikla in Lodz, Poland:

Michael: I tend to use offensive tactics more often than not. This means leaving objectives alone until the end of the game and destroying as much of the enemy forces as possible in a series of aggressive strikes. Here are some of unit combinations that I would typically use to achieve this:

I start with a Land Raider Crusader armed with a multi-melta and driven by Chronus. This carries 7 Assault Terminators with thunder hammers and storm shields. I also include an Epistolary (Librarian Upgrade) in Terminator armour with force weapon, storm shield, The Avenger and Null Zone psychic powers.

That's an 800-point sledgehammer. It might seem like overkill, but here are the benefits that it gives you:

1) The Land Raider is one of the most durable vehicles in the game. Driven by Chronus it can ignore stunned and shaken effects, so will move forward and fire until it is immobilised or destroyed. Thanks to Chronus' high Ballistic Skill and having most of the weapons twin linked, 90% of the time all shots will hit. The multi-melta will also be hitting on 2+.

2) The 7 Terminators are enough to pound almost everything into oblivion in a single turn of combat. On the charge that's 21 Strength 8 attacks!

3) The addition of the Epistolary helps them against psychic attacks (psychic hood), units with high invulnerable save (Null Zone), and in clearing difficult terrain from entrenched infantry (The Avenger).

4) The squad will attract a lot of enemy firepower, and that's good, because it keeps your other units safe from harm.


To this I add an Ironclad Dreadnought with two heavy flamers, assault launchers and a chain fist in a Drop Pod. For only 200 points he is a bargain and he deep strikes on Turn 1. Thanks to an armour value of 13 he's able to withstand most enemy fire, and then from Turn 2 can freely roam the battlefield taking down enemy units, cleansing objectives of troops, attacking vehicles with his chainfist, and crushing infantry in close combat.


Finally, I take two Tactical Squads. Each one includes a Sergeant-armed with power fist, combi-flamer, meltagun and lascannon. Each comes in at 250 points (including the Rhino transport). Both Tactical Squads should be split into Combat Squads, making the most of their mobility, short range firepower, and long range heavy weapon support. Combi-flamers are great against horde armies, meltaguns will pop open tanks and bunkers at short range, and lascannons let you take out enemy vehicles and monstrous creatures from afar.

The army is small in numbers (32 models, including all the transports) but very hard hitting. Having your Tactical Squads split, gives you 4 scoring units to claim objectives. You just have to remember, that playing with this force you have to be as aggressive as possible, but not reckless. Try to concentrate all your units on one part of the enemy force. The perfect setup for this army is the old Refused Flank.

 The pics here are for steve.

 
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