If you have ever played a game against me you know that I am often subject to the fickle whims of the dice gods, from failing sure thing armor saves for my captain' artificer armor rolling fives ones on five dice, to pulling off improbable first turn tank kills rolling three sixes in a row, because I had nothing better to shoot at. The dice laugh at my good generalship, or make my opponent wonder why they bothered showing up in an almost equal measure, but there is nothing wrong with trying to curry a little favor with the dice gods as any gamer will tell you and few ways are better than shiny new dice! So behold! Brand new Ultra dice, with Company coloured dice facings and Ultras on all the one faces, to make me feel slightly better when I roll low. Twenty in all are handy for a full squad rapid firing Bolters (praise the Emperor), but sadly no scatter die, so I will have to use a few others as well when hurling fiery doom across the table.
I have been collecting and gaming since 1998 and like many before me I have set out to collect the entire Ultramarines chapter.
The Entire Chapter
6.8.16
20.6.16
The Scouring of Vibros
Hulls Angels recently ran a “day of war”, two thematically linked games, with a 2,000 point battle for objectives followed by an apocalypse scale game. It has been a while since my Ultramarines have taken to the field, but I love the madness that is an apocalypse game, so I dusted off my codex and headed over to the club to join in.
With no lords of war and no formations, it was back to the classic force organisation chart, what is now called combined arms. One of the great things about Ultramarines and marines in general is that there are so many viable styles of play, so I decided to go with a fast list, composed of the 10th and 8th companies (Assault), with scouts in Landspeeder storms as my core backed up by three whirlwinds, a Storm Raven two Landspeeders with melta guns, an ironclad dreadnaught and 5 Thunder Hammer Terminators in a Landraider Redeemer.
For the apocalypse game I also had another 3 Vindicators and a combat squad in a Rhino for an easy 500 points.
Game 1 was a slog-fest against Tau in which both sides completely forgot about the objectives and tried to wipe the opposition off the board. Three Riptides were making a nasty mess of anything they decided to remove from play, but as a combined unit they were only killing one unit a turn. A very early lucky shot with the Landspeeders killed a Hammerhead and won me first blood, while my Scout Bikes advanced in a death or glory attack taking out the one unit of Tau pathfinders on turn 1, suffering the wroth of the rest of the Tau army for their trouble. It was a high price to pay for them, but made a big difference to Tau shooting in the rest of the game.
Turn two and three were largely manoeuvring while the Whirlwinds acquitted themselves well, accounting for most of the enemy troops on the board. My Terminators underperformed, denting, but not destroying a unit of Ghost Keels, the Ironclad deep struck with skies of fury, positioned badly and died to pulse rifle fire. Time was running out, so the game was called early, but a turn four flanking move by the Landspeeder Storms got me line breaker as well, leading to a narrow victory in a very tough fight.
Game 2, the apocalypse game, saw most of my forces facing off against Eldar. The three vindicators sat almost on the other side of the board, dropping an apocalypse template a turn on advancing Orks. My Scouts made an early objective grab with their scout move and managed to sit on it through the rest of the game. So much happens in an apocalypse game that spanned 5 hours that I can’t cover it all in detail.
The Whirlwinds performed well again, killing Orks, Chaos Cultists, Tau and an entire unit of Banshees the turn they were forcibly disembarked from a wave serpent until Karandras assaulted them from the rear and totaled three in 2 turns. My Captain went toe to toe with an Autarch and won, splitting the Eldar in two with his relic blade, before being shredded by return fire from Dire Avengers and Dark Reapers. Death Korps of Kreig hammered out 7 or more strength 10 large blasts a turn and the whole game was very close until the last turn, where Dark Angel bike units made a grab for the objectives and put us ahead, with 3 out of 4 possible slay the warlords, with only 1 in return and 6 of the 8 objectives, leaving Vibros safely in Imperial hands.
With no lords of war and no formations, it was back to the classic force organisation chart, what is now called combined arms. One of the great things about Ultramarines and marines in general is that there are so many viable styles of play, so I decided to go with a fast list, composed of the 10th and 8th companies (Assault), with scouts in Landspeeder storms as my core backed up by three whirlwinds, a Storm Raven two Landspeeders with melta guns, an ironclad dreadnaught and 5 Thunder Hammer Terminators in a Landraider Redeemer.
For the apocalypse game I also had another 3 Vindicators and a combat squad in a Rhino for an easy 500 points.
This will not end well |
Turn two and three were largely manoeuvring while the Whirlwinds acquitted themselves well, accounting for most of the enemy troops on the board. My Terminators underperformed, denting, but not destroying a unit of Ghost Keels, the Ironclad deep struck with skies of fury, positioned badly and died to pulse rifle fire. Time was running out, so the game was called early, but a turn four flanking move by the Landspeeder Storms got me line breaker as well, leading to a narrow victory in a very tough fight.
Scout bikes on the offensive |
24.5.16
Back to war!
While unpacking cases I ran across the fuzzy void of not quite a vehicle Dreadnaughts. Dreadnaughts have always been funny to my mind as they are not fast enough to keep up with the close combat troops, not quite high enough initiative to be useful against monstrous creatures, not quite tough enough to slug it out at range with the likes of lightly armoured Eldar Falcons, or traitor marine tanks and lately not much use at tying down large squads. They do look cool, they are very nice fluff and they are not too points heavy so they do occasionally make it into my lists.
I have a couple of these guys painted and finished, but nowhere near the total number for the whole chapter and in the new Codex you can now field squads of them, which will look so much better if they are painted. I still need to base these latest additions and the large flat blue areas are a sucking void that makes me want to add more detailing, but I managed to bash out 4 dreadnaughts in a weekend, including a very nice venerable dreadnaught from Forge World.
I am still sticking with a few of the 80s/90s paint scheme elements and can’t bring myself to paint the end of a lascannon anything but bright red. They might look like lipstick, but let’s see you laugh about it when it punches a nice big hole in the side of your prize tank. Ha!
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