Post by akaiyou on May 19, 2009 4:46:57 GMT -5
Well I have 4,000+ points of space marines and I want to do Ultramarines Chapter because I enjoy the jack of all trades feel to them.
And for some reason that I can't explain I just feel inclined to make this army be 'fluffy' while competitive. So I looked at the codex and saw that they have a nice breakdown of the Ultramarines Chapter and each company's composition as well as the name of their Captain. So since I want to build the chapter I sat down and came up with several lists to represent each company in the ultramarines chapter. However I have read zero fluff other than the few entries in the codex and I wanted your help in making suggestions of what to add/remove/edit in each company's list that I made.
This is going to be quite big so feel free to only give me tips for specific company's that you want. Any help is better than no help! So all help is appreciated.
I specially need help in figuring out what wargear/weapons to give each captain I tried to change it around so no captain has the exact same wargear as another.
All the following lists are for 1,000 point armies. (I felt it would be easier for people to suggest things if i kept it small to begin with)
Chapter Command
Notes: This is Calgar's army list. I figured he's always going to be prancing around in his Land Raider with a unit attached.
1st Company:
Notes: Veteran Company so I threw in sternguard and a dreadnaught. I have a librarian to join the sternguard and null zone + avenger combined with vengeance rounds as my MEQ kill specialist. At higher points i'll probably be going with Terminators.
2nd Company:
Notes: Battle Company led by Master of Watch and probably my favorite company other than the chapter command. Simply because I get to field the special character models I saved weeks to get. Seeing the 2nd company's composition was what motivated me to build up the entire chapter.
3rd Company:
Notes: Battle Company led by Master of Arsenal, that just sounds deadly to me and very shooty so I set everything up to be shooty and lots of ap2 ap3 weaponry to toss around including the librarian who can alternate between smite/vortex of doom.
4th Company:
Notes: Battle Company lead by the master of fleet. Apparently they have more Dreadnaughts than other battle companies so i aim to max out on those early and then fill in the other choices best i can.
5th Company:
Notes: Battle Company that's lead by the Master of Marches, I wasn't too sure what to do with it.
6th Company:
Notes: Tactical Company so i'm going with the idea of having max troops by the time I get to 1500 pts. And max dreadnaughts as well.
7th Company:
Notes: Very similar to the 6th company same idea to max out on troops early.
8th Company:
Notes: I don't own any assault marines so dunno what to do with these guys as of yet. And assault squads are only fast attack so I can't just overload on them as I will max out at 30. So anyone have suggestions for a good Assault Company?
9th Company:
Notes: The devastator company I tried to field a good pair of devastator units. The entry says the company owns 7 dreadnaughts so thats why ill aim for 3 dreadnaughts and 3 units of devastators at higher point costs. Any ideas?
10th Company:
Notes: I own ZERO scouts at the moment so can't do much here yet. Any suggestions on what to buy to make an appropiate 10th company?
11th Company:
Notes: I thought there should be an extra company to field chaplains and librarians together as the leaders. Maybe like an Inquisitional company or something? Anyway this is what I thought would work. Having each join a unit and leap into CC with one of them able to ride the Land Raider. I also thought flamers would be appropiate for the 'theme' of the list.
And for some reason that I can't explain I just feel inclined to make this army be 'fluffy' while competitive. So I looked at the codex and saw that they have a nice breakdown of the Ultramarines Chapter and each company's composition as well as the name of their Captain. So since I want to build the chapter I sat down and came up with several lists to represent each company in the ultramarines chapter. However I have read zero fluff other than the few entries in the codex and I wanted your help in making suggestions of what to add/remove/edit in each company's list that I made.
This is going to be quite big so feel free to only give me tips for specific company's that you want. Any help is better than no help! So all help is appreciated.
I specially need help in figuring out what wargear/weapons to give each captain I tried to change it around so no captain has the exact same wargear as another.
All the following lists are for 1,000 point armies. (I felt it would be easier for people to suggest things if i kept it small to begin with)
Chapter Command
Notes: This is Calgar's army list. I figured he's always going to be prancing around in his Land Raider with a unit attached.
1st Company:
Notes: Veteran Company so I threw in sternguard and a dreadnaught. I have a librarian to join the sternguard and null zone + avenger combined with vengeance rounds as my MEQ kill specialist. At higher points i'll probably be going with Terminators.
2nd Company:
Notes: Battle Company led by Master of Watch and probably my favorite company other than the chapter command. Simply because I get to field the special character models I saved weeks to get. Seeing the 2nd company's composition was what motivated me to build up the entire chapter.
3rd Company:
Notes: Battle Company led by Master of Arsenal, that just sounds deadly to me and very shooty so I set everything up to be shooty and lots of ap2 ap3 weaponry to toss around including the librarian who can alternate between smite/vortex of doom.
4th Company:
Notes: Battle Company lead by the master of fleet. Apparently they have more Dreadnaughts than other battle companies so i aim to max out on those early and then fill in the other choices best i can.
5th Company:
Notes: Battle Company that's lead by the Master of Marches, I wasn't too sure what to do with it.
6th Company:
Notes: Tactical Company so i'm going with the idea of having max troops by the time I get to 1500 pts. And max dreadnaughts as well.
7th Company:
Notes: Very similar to the 6th company same idea to max out on troops early.
8th Company:
Notes: I don't own any assault marines so dunno what to do with these guys as of yet. And assault squads are only fast attack so I can't just overload on them as I will max out at 30. So anyone have suggestions for a good Assault Company?
9th Company:
Notes: The devastator company I tried to field a good pair of devastator units. The entry says the company owns 7 dreadnaughts so thats why ill aim for 3 dreadnaughts and 3 units of devastators at higher point costs. Any ideas?
10th Company:
Notes: I own ZERO scouts at the moment so can't do much here yet. Any suggestions on what to buy to make an appropiate 10th company?
11th Company:
Notes: I thought there should be an extra company to field chaplains and librarians together as the leaders. Maybe like an Inquisitional company or something? Anyway this is what I thought would work. Having each join a unit and leap into CC with one of them able to ride the Land Raider. I also thought flamers would be appropiate for the 'theme' of the list.