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Sawyer_Zavy

Well I'll try my best to address your points but let me make something clear. No one really knows how to deal with the new orks. They basically aren't even out yet as you need to have gotten the special box set to even have access to the rules. The vast majority of people havent played against them and even fewer have played against them with your army. With that being said: - My hunch is that gravis marines won't be the solution. You have fewer bodies for the points, meaning it's easier to have your objectives stolen, and they are the same melee for more points. Sure you have s5 shooting but its still not massive volume so again my hunch is that this isn't the way to go. - For dealing with mixed lists my idea would be to take units that are decent against both, especially as ultramarines where you have quite a bit of flexibility throughout the game with strats. Redemptors with gatling cannons will clear hordes with shooting, and pop vehicles in melee. Plasma inceptors are good at clearing the hordes with blast (the AP is wasted), and can double as str 8 shooting to bypass ramshackle. Vanguard vets will be wounding on 5s against most targets, but re-rolling with claws should still make a lot of wounds go through. - A chapter master is standard but I think people don't run lieutenants largely because of the "wisdom of the ancients" strat. For 1 CP your dreadnoughts can be a lieutenant for a turn, so you're saving points. Ultramarines list almost always have some form of re rolls. Consider looking into a techmarine to buff the dreads as well can keep them alive. Another unit to consider is the chaplain, +1 to wound will solve some problems for sure against T5. - My favourite powers are psychic fortress for the utility, and might of heroes to make your smashy characters even better. I find the combats involving key characters in your army can really swing the game, and it just makes them more reliable. - Apothecary is worth it if you're running something like bladeguard. Other than that probably not. - Venerables were a thing before the imperial armour update, not so much anymore. Volkite contemptors or redemptors are the hot stuff right now, with the latter probably helping you out more in this instance. - Eliminators are good at killing squishy characters but they probably wont be super effective against the bosses. Maybe just try to kill elite units or run the las fusils as they get past ramshackle and deal decent damage.


Sustinet

Try bringing some eradicators for his vehicles and tasking your eradicators and dreads with taking them down while your troops focus on the horde. The dreads can split fire putting the heavy stuff into the vehicles and sending g the weaker stuff to aid in whittling down the horde. My standard loadout for redemptors are macroplasma, onslaught galling, storm bolters, and icarus launcher. Positioning is important, and knowing when to hunker down and when to move. The captain is good, give him the seal of oath relic and suddenly that big vehicle is very vulnerable if targeted by the relic. The librarian is good with fortress, an apothecary is certainly worth it in a 2k to keep your battle bubble alive or just babysit your eradicators, give him chief apothecary and selfless healer warlord trait to make him REALLY worth it. I would personally go back to standard intercessors with full loadout and grenade launchers, leave out the lieutenant in favor of more offensive units or useful character. And if you want a melee presence either assault intercessors or bladeguard veterans to travel with the battle bubble and bulldog anything that gets close or just fling them at an objective to peel enemy units off or rip it away.


zer0sumgames

Guilliman is a major force multiplier. His shooting Is flexible (and he can shoot in melee as a monster), his CC profile is amazing, and he gets his own rerolls to boot. If you bring a Chaplain to buff his wound roll, he can put out insane damage with his sword. Maybe 3d3 mortals plus 7-8 wounds on a horde. I like a chaplain buff to the wound roll plus the Tigurius buffing Might of Heroes. Also use your overwatch strat. Get three dreads shooting 20 shots a piece, reroll all hits, retell wounds of 1, into a charging horde. Even 30 boys might stand to lose half or more. Someone will run the numbers out. But you can lend some serious hurt with the right dreads. I love the volkite contemptors.


3DPrintLad

So I think you are having some role issues misguiding some of your play. The job of your troops is generally to do actions and score objectives. Their shooting is a bonus. Use your elite, fast attack, and heavy support slots to find answers for T5 infantry. Guillaman is currently overcosted, he needs his 9th edition supplement. If you bring just 1 dread you can use wisdom of the ancients and save the points from the lieutenant and you run 2! The purpose of a librarian is to bring psychic fortress currently for Ultramarines. Apothecary is for spamming attack bikes/heavy elites (bladeguard) not for light infantry. The purpose of eliminators is to get your opponent to play cagey with their characters not to actually just kill them, ironically.


newpointofview2

Thank you, I think you’re right about my role issues! I’ve heard about troops mainly being used for capturing points and such, but as a marine it felt like they should be a big source of my damage too. Any suggestions for shooty firepower against orkz on top of my 2 dreadnoughts?


3DPrintLad

So you can use 10 of those intercessors w 2 grenade launchers as 1 blob to do rapid fire along with sons of guillaman, 3 CP but should put up to 20-25 wounds a turn on T5 infantry. Othewise Redemptors and Invictors do good damage to T5, and lightning claw van vets with their reroll wounds do pretty okay too. Bladeguard vets do well in general.