The Entire Chapter

The Entire Chapter
Progress so far
Showing posts with label 9th Company. Show all posts
Showing posts with label 9th Company. Show all posts

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.

This will not end well
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.

Scout bikes on the offensive
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.

28.5.14

The whole Ultramarines Chapter list


OK, so I don’t have a full roster as yet and I will not be positing individual points values, but earlier this year I played out a Battle for Mcragge using roughly 20,000 points.

All in all the force contained units from 1st Company, 5th Company, 7th Company, 8th Company, 9th Company, 10th Company and support from the armouries. I tried to drop a complete breakdown in here, but it broke blogger, so I will have to spend some time making it more web friendly.
I have cobbled together a summary of all marines and tanks I used from codex Space Marines and the below is what I got. If you read through you might say to yourself, “only one Rhino?” and I thought something was up too until I remembered I was fighting from trenches, so left the blue boxes at home.

Assault Marines 120
Captains 5
Chaplains 2
Chaplin Casuius 1
Command Squad Veterans 25
Devastator Marines 120
Dreadnaughts 13
Drop Pods 11
Ironclad Dreadnaughts 2
Land Raiders 2
Land Raider Crusaders 2
Land Raider Redeemers 2
Predators 6
Rhino 1
Scout Bikes 10
Scouts 90
Sternguard Veterans 20
Storm Raven 1
Storm Talons 2
Tactical Marines 160
Terminator Assault Marines 20
Terminator Captain 1
Terminator Marines 30
Thunderfire Cannons 3
Vanguard Veterans 30
Vindicators 3
Whirlwinds 2
Total miniatures 684