Advise for my 2000k Ultramarines List
Hello fellow 40kers,
I've played a few games now in 10th edition against my friends, with most time winning but a little bit struggling against tau. With the new oath rule ultramarines got a big buff in my opinion and bobby g is a autoinclude for me.
This is the list i am playing at the moment, maybe you could give me some advice how to improve it because i want to attend my first tournament very soon. Please notice that some of the units dont have the ideal loadout, reason for that is that i bought some models second hand and they were already equipped with these weapons.
Test (1995 points)
Space Marines Ultramarines Strike Force (2000 points) Vanguard Spearhead
CHARACTERS
Apothecary Biologis (70 points) • 1x Absolvor bolt pistol 1x Close combat weapon
Marneus Calgar (200 points) • 1x Marneus Calgar • 1x Gauntlets of Ultramar • 2x Victrix Honour Guard • 2x Victrix power sword
Roboute Guilliman (345 points) • Warlord • 1x Emperor’s Sword 1x Hand of Dominion
Uriel Ventris (95 points) • 1x Bolt Pistol 1x Invictus 1x Sword of Idaeus
BATTLELINE
Assault Intercessor Squad (75 points) • 1x Assault Intercessor Sergeant • 1x Plasma pistol 1x Power fist • 4x Assault Intercessor • 4x Astartes chainsword 4x Heavy bolt pistol
OTHER DATASHEETS
Aggressor Squad (240 points) • 1x Aggressor Sergeant • 1x Auto boltstorm gauntlets 1x Fragstorm grenade launcher 1x Twin power fists • 5x Aggressor • 5x Auto boltstorm gauntlets 5x Fragstorm grenade launcher 5x Twin power fists
Assault Intercessors with Jump Packs (90 points) • 1x Assault Intercessor Sergeant with Jump Pack • 1x Hand flamer 1x Power weapon • 4x Assault Intercessors with Jump Packs • 4x Astartes chainsword 3x Heavy bolt pistol 1x Plasma pistol
Eradicator Squad (200 points) • 1x Eradicator Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Melta rifle • 5x Eradicator • 5x Bolt pistol 5x Close combat weapon 3x Melta rifle 2x Multi-melta
Inceptor Squad (120 points) • 1x Inceptor Sergeant • 1x Assault bolters 1x Close combat weapon • 2x Inceptor • 2x Assault bolters 2x Close combat weapon
Incursor Squad (80 points) • 1x Incursor Sergeant • 1x Bolt pistol 1x Occulus bolt carbine 1x Paired combat blades • 4x Incursor • 4x Bolt pistol 1x Haywire Mine 4x Occulus bolt carbine 4x Paired combat blades
Infernus Squad (90 points) • 1x Infernus Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Pyreblaster • 4x Infernus Marine • 4x Bolt pistol 4x Close combat weapon 4x Pyreblaster
Infiltrator Squad (100 points) • 1x Infiltrator Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Marksman bolt carbine • 4x Infiltrator • 4x Bolt pistol 4x Close combat weapon 1x Helix Gauntlet 1x Infiltrator Comms Array 4x Marksman bolt carbine
Repulsor Executioner (220 points) • 1x Armoured hull 1x Heavy laser destroyer 1x Heavy onslaught gatling cannon 1x Icarus rocket pod 1x Ironhail heavy stubber 1x Repulsor Executioner defensive array 1x Twin Icarus ironhail heavy stubber 1x Twin heavy bolter
Scout Squad (70 points) • 1x Scout Sergeant • 1x Astartes chainsword 1x Bolt pistol 1x Close combat weapon • 4x Scout • 1x Astartes shotgun 4x Bolt pistol 1x Boltgun 4x Close combat weapon 1x Missile launcher 1x Scout sniper rifle
Exported with App Version: v1.25.0 (65), Data Version: v538
I want to put the eradicators in deep strike via Uriel Ventris. He is joining the AI squad. Also i am thinking about switching the incursors for an impulsor but i am not sure about it. Also i am wondering if i should play gladius instead of vanguard, what are your opinions on that?
My rough gameplan is to put the eradicators, inceptors and JPIs into deep strike. The infiltrators will hold the home objective, turn 1 is for staging, Calgar with biologis and aggressors towards the center, repulsor ex behind ruins with the AIs embarked, guilliman also behind ruin, incursors and infernus marines on one flank with the option also to Go to the center. Scouts will be deployed forward but outside LoS and engagement ranges and are planned to go back to reserves after enemys turn. Turn 2/3 i want to attack with all my units at once and make as many charges as possible to maximize damage. Also turn 2 my reserves come via deep strike to support damage and take out the biggest tank threat and also score secondaries. Remaining turns are for scoring and denying possible damage by the enemy.
That's my gameplan, nothing special but worked out quite well for me in the last games. But i would love to hear some advice from more experienced players.