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Author Topic: Building an UltraMarine Force.  (Read 2523 times)

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Offline Wraithboss

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Building an UltraMarine Force.
« on: July 12, 2002, 11:39:18 AM »
 Describe your "perfect" 2000 point force. Whats your preferred choice in each organization slot, and why?

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Offline Dangonblane

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Re:Building an UltraMarine Force.
« Reply #1 on: July 13, 2002, 05:07:51 AM »
The "perfect" 2000 point army is a "perfect" 1400 point army with a 600 point allowance to tailor it depending on the opponent/mission.  ;)

No army can win every single game against every other army and every other player.  People will probably reply "But I've never lost", but those people haven't played every other person yet have they?

Offline JiMInY

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Re:Building an UltraMarine Force.
« Reply #2 on: July 14, 2002, 02:54:34 PM »
he's right, granted ive never lost but ive never played, DE,Necrons either asnd they are some of the hardest armies to beat, my hardest battle was against imps wit SW. So just talour ur army to suit your opponent and youll rarely go wrong
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Offline OwlManAtt

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Re:Building an UltraMarine Force.
« Reply #3 on: July 15, 2002, 01:06:00 PM »
Three land raiders, 6 vetran squads, and a Chaplin. That would probbly take up to 2000 points (and might go over!) LOL hmmm...mabe i should try that..*thinks*

Offline Scars

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Re:Building an UltraMarine Force.
« Reply #4 on: July 19, 2002, 10:29:55 AM »

The "perfect" 2000 point army is a "perfect" 1400 point army with a 600 point allowance to tailor it depending on the opponent/mission.  ;)

No army can win every single game against every other army and every other player.  People will probably reply "But I've never lost", but those people haven't played every other person yet have they?


I disagree. I think that it is better to play with the same armylist every time. I have prefected my 2000 and 1500p armies after playing about 30 games with them. I think that it helps to lets you get a feel of your army and how it works.
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Offline Andes

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Re:Building an UltraMarine Force.
« Reply #5 on: July 21, 2002, 12:04:59 PM »
The first 1000 points should be spent on 10-man Tac Squads. 2 Tac squads in Rhinos, with Vet Sergeants with Power Fists. 2 Tac squads with Lascannon/Plasma. 1 Tac squad with Missile Launcher/Hvy Bolter  and maybe a meltagun. 50 Marines take a *lot* of work to pare down.

The other 1000 points would depend on what kind of situation I'm going into. The force'd look different if I was playing a Rescue vs. a Cleanse vs. a RTT. But I always take a bunch of 10 man squads -- some will undoubtably tell me I'm crazy, and push 6/7 man squads (undoubtably to increase firepower) but the 10 man squads are just sooooo hard.


Andy

Offline Spacewolf

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Re:Building an UltraMarine Force.
« Reply #6 on: July 23, 2002, 04:49:24 AM »
  Put as many troops on the board as I can for 1000 pts with transports. The rest would be Long Fangs, HQ's and Land raider.
 Personally I think that Troops are very under estimated by to many people.

Offline Spacewolf

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Re:Building an UltraMarine Force.
« Reply #7 on: July 23, 2002, 02:27:29 PM »
 It was at 4:30 in the moring when I read this post and just totally missed that this was unltramarines. Let see if I can do this again.

  I would still stand by the as many troops for 1000 pts as possible. W/Transposrts and special weapons. Then add in my Leader, Chaplian, Land Raider and probably a Whirlwind or Devistator squad.
 

 


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