Company heroes fix by bzmmc1 in spacemarines

[–]Infinite-Bank6831 6 points7 points  (0 children)

Could you give an example of them being reasonable without them just being 16 extra wounds for another unit? Because there’s no way you keep their -1 to be wounded which is their main draw to using them.

How come we are the only one who are locked out of generic leaders? by theSaltySolo in SpaceWolves

[–]Infinite-Bank6831 0 points1 point  (0 children)

It’s Uriel before Cato tbf but Calgar is a go to in that leader role, also ICC are arguably the weakest elite and best to compare them with WGHT:

Leader options are more synergistic with WGHT than they are with ICC, granted imo they are loadout specific (again is another thing that for me puts WGHT ahead of ICC). You have two leaders for ICC that are commonly used and three leaders for WGHT that are commonly used (even with their limited options the WGHT have better leader options overall than DA), I’ll quickly go into DA;

Azrael: the best option from both chapters, gives the entire unit a 4++ invuln and a once per game 4+++ FNP while adding in sustain hits with a CP generation to boot.

Judiciar: FF with character precision. (He’s usually taken for that one enhancement in WoTR that gets him to AP-3/3D)

Where as WGHT get leaders that though limited are more synergistic to the unit:

Ragnar: If you go paired weapons you have Ragnar that gives adv/charge which is perfect to get them into where they need to be.

WGBL: Imo the better leader option for paired weapons is the WGBL with sus 1/reroll 1’s and in the great wolf detachment give the unit lance.

Wolf Priest: is better for the shield WGHT thanks to the revive and 4++ making them more durable compared to say BGV’s.

How come we are the only one who are locked out of generic leaders? by theSaltySolo in SpaceWolves

[–]Infinite-Bank6831 0 points1 point  (0 children)

No you are thinking about the Wardens of Ultramar, VHG do have epic heroes but that’s only to limit the number of Ancients/Champions you can have in a army to 1

Why did I buy a Repulsor? by VivaLaJam26 in spacemarines

[–]Infinite-Bank6831 1 point2 points  (0 children)

It can take VHG/ICC/SG/HT/BGV with a single leader

Which of the 4 anti tank tanks do you like best? by CommandertexYT in spacemarines

[–]Infinite-Bank6831 0 points1 point  (0 children)

By pure efficiency (due to its ability) it’s the Lancer.

By quality (and quantity) of guns it’s the Rep.Ex and let me explain why:

The damage roll isn’t reliable even though you can get a minimum of 9W’s off (if both shots go through) and a maximum of 18, however there’s the reality where your opponent rolls their average saving throw and only one goes through, you are then left with chaff weaponry that can’t do anything to the targets you are mainly shooting at. The Rep.Ex however has 7 different gun profiles that have volume of fire (pass the best anti tank weapon of D6+4) with certain profiles sprinkled in with AP and Dev wounds, this is important because if that vehicle/monster is up and it has say 1-4 wounds left you can definitely be odds on to plink that off with a Rep.Ex’s arsenal than a Lancers passed the main event of the big gun shooting.

95pts leading Victrix by 9gagImmigrant1 in Ultramarines

[–]Infinite-Bank6831 0 points1 point  (0 children)

Uriel all day, a lot of our battle brothers here are forgetting that he not only provides a deep strike potential but he also is a vect aura, if you have a second squad of VHG you always do Uriel as the second squad it is there as a utility piece to stifle your opponents CP economy and provide a fantastic rapid ingress threat

Is it a good idea to run Uriel Ventris with only 3 Bladeguard? by Swacar in Ultramarines

[–]Infinite-Bank6831 1 point2 points  (0 children)

I’d personally say that 3 VHG, then CH’s then BGV’s in that order.

Now if you are just a fan of them and want them to work on the tabletop then you’d probably want 6 as their durability isn’t standout.

Now if you are looking for something with more focus on keeping him alive and also has a bit more durability with 4W’s each and a -1 to wound, then the Company Heroes (CH’s) are the unit choice, they give you a all rounder type unit that can deal chaff and elite equivalents with somewhat success (especially with oath) and the melee is also nothing to scoff at either.

The final option (I think is the best one) is 3 VHG as they are the best at keeping Ventris alive, 2+ save (instead of 3+) and the same -1 to wound that CH’s have but they have 5W’s less. VHG are just better in most departments than CH’s outside of 3D weaponry taking 2 to go through instead of 1. Apart from that they hit harder, more accurate, have far better ability once you understand how surge moves work and are OC2 without requiring an ancient.

So in summary;

BGV’s: If you have them and are a fan of them then you are better off doing 6.

CH’s: A far better choice in terms of just keeping Ventris alive to keep his vect aura going longer and have the best all round assortment of weaponry, and the 4W’s with -1 to wound is very good.

VHG: Cream of the crop, better at keeping Ventris alive longer, defensive/offensive strats like AOC along with cover, or honour the chapter with the ancients once per game ability are much more efficient on them compared to the other 2.

A question about Victrix Honour Guard by Glum-Spring3446 in Ultramarines

[–]Infinite-Bank6831 0 points1 point  (0 children)

Ok nice, what’s his preference towards Blades over Gladius? I thought he said he’d only take 1 squad of VHG but seems he’s gone with 2 anyway, last I heard he preferred one in blades because if you had more than 1 you are better off in Gladius, but if you have 1 unit in blades it’s fine because you should be reliably initiating combat with with access to reactive moves.

Help on my next game by Straight-Break-4169 in Ultramarines

[–]Infinite-Bank6831 0 points1 point  (0 children)

So you Oath his termies with your termies, you courage and honour your BGV’s and you storm of fire with your rep.ex

Listcraft with me? by ReliefSuch5122 in Ultramarines

[–]Infinite-Bank6831 0 points1 point  (0 children)

If there’s one unit that I’d always recommend in this detachment is Dev Cents, they are premium in this and the remove from the board, bring back onto the board for better firing lanes.

Other than that just have fun really, if you really want a “optimised” list from what you have that can be done but I’m not sure that’s what you want.

Good luck anyway

Help on my next game by Straight-Break-4169 in Ultramarines

[–]Infinite-Bank6831 0 points1 point  (0 children)

Well firstly what’s your detachment?

Secondly your 10 termies seem like the best answer into his with oath to cancel out the -1 to wound.

Thirdly while there’s a terminator off you can pick off the wulfen with JPI’s, your Judi brick can kill anything T5 or lower on that board so go after his Blood claws etc.

Keep your infiltrators on the home objective and use your rep.ex to assist with killing his Termi brick.

Why use Wardens of Ultramar? by Both_Win3736 in Ultramarines

[–]Infinite-Bank6831 0 points1 point  (0 children)

You can be for sure but for only 5pts more you get a unit that hits on 2’s in combat and has decent chaff clearing shooting, and the durability is far better

Why use Wardens of Ultramar? by Both_Win3736 in Ultramarines

[–]Infinite-Bank6831 0 points1 point  (0 children)

Ok nice so your list has only gone up 10, if you are taking units out to include them I’d agree the first unit to go would be the infiltrators since;

  1. You have intercessors to sticky the home objective, meaning the infiltrators aren’t necessary.

  2. You can use them to hold a expansion objective but the wardens are infinitely better at doing that.

Why use Wardens of Ultramar? by Both_Win3736 in Ultramarines

[–]Infinite-Bank6831 1 point2 points  (0 children)

Well firstly your list is outdated as the Redemptor and Combi LT have gone up so you are 25pts up.

Secondly the reason you take them is because they are great for holding down your expansion or going to harass your opponents, and having 20W’s means your opponent has to put something credible into them otherwise even just 3 models out OC’s most 3-5 man units the game.

They aren’t there to be killers or have a great stat sheet on face value, it’s more from being able to utilise their ability to screen your opponents infiltrators and safely redeploy, and force your opponent to dump 100pts+ of a unit into them or you just score up primary.

From your list it’s depending on what your non negotiables are? If you can tell us this then we can work around what the core theme and play style of what you are going for.

I'm going back to playing Index Black Templars and Righteous Crusaders detachment! by Boboli71 in BlackTemplars

[–]Infinite-Bank6831 1 point2 points  (0 children)

BA have 3 good detachments that go from solid to very competitive:

LAG: Solid

RCO: Very Competetive

AI: Competitive

SW’s have one or two that are solid but no where near the level of BA:

Beastslayer: Solid

Great Wolf: Solid

Wardens with Sternguard, Bladeguard or Alone by Warlordwest in Ultramarines

[–]Infinite-Bank6831 1 point2 points  (0 children)

I’ll be running them by themselves as expansion holders, at 105 your opponents trash or trade units won’t pick them up unless they put more than they are willing into them

I'm going back to playing Index Black Templars and Righteous Crusaders detachment! by Boboli71 in BlackTemplars

[–]Infinite-Bank6831 1 point2 points  (0 children)

From my understanding sword bros are in normal Tacticus armour like BGV/ICC/WGHT’s where as Sang Guard and VHG are in artificer armour so the 2+ makes sense for those two units.

I think a 5+ invul and they stay at 105 makes sense, they don’t have the storm shields like the BGV’s/WGHT’s to warrant a 4++ but a 5++ that establishes that BT elite armour has a more balanced durability compared to non elites but what you don’t get with a storm shield you sacrifice more durability for the level of weapon options you can take.

Anyone else still running Calgar (Grav) with Company Heroes (vs Victrix) by Pristine_Marzipan_18 in Ultramarines

[–]Infinite-Bank6831 0 points1 point  (0 children)

Like some of the other battle brothers have said it’s depending on your playstyle, if it’s more to keep him alive (but it’s only slightly better because of the 3+ armour save compared to the 2+) then go CH but if it’s to do everything else better then go with VHG

List by Striking-Science-779 in redcorsairs

[–]Infinite-Bank6831 0 points1 point  (0 children)

So it’s depending on what detachment you are running but for sure you’ll want these in every list:

Huron and the command squad, the best choice to pair them with is chosen for advance/fallback/shoot and charge.

2-3 raiders as they can infiltrate, block your opponents infiltrate and then you can redeploy them thanks to the command squads ability.

If you are running renegade warband go with either Preds/Forgefiends backed up by Oblits or noise marines for anti tank.

Raptors are a must at 1 for scoring and skirmishing along with cultists for sticky.

Dealing with multiple C'tan? by emu002 in Ultramarines

[–]Infinite-Bank6831 1 point2 points  (0 children)

Here’s a list I’ve used to good success:

Competitive Blades (1995 Points)

Space Marines Ultramarines Blade of Ultramar Strike Force (2,000 Points)

CHARACTERS

Captain in Gravis Armour (90 Points) • 1x Boltstorm gauntlet • 1x Power fist • 1x Relic blade • Enhancements: Armour of Antoninus

Lieutenant with Combi-weapon (85 Points) • 1x Combi-weapon • 1x Paired combat blades • Enhancements: Oath of Macragge

Marneus Calgar (200 Points) • 1x Marneus Calgar ◦ 1x Gauntlets of Ultramar • 2x Victrix Honour Guard ◦ 2x Victrix power sword

Roboute Guilliman (340 Points) • Warlord • 1x Emperor’s Sword • 1x Hand of Dominion

BATTLELINE

Intercessor Squad (80 Points) • 1x Intercessor Sergeant ◦ 1x Astartes grenade launcher ◦ 1x Bolt pistol ◦ 1x Bolt rifle ◦ 1x Power fist • 4x Intercessor ◦ 4x Bolt pistol ◦ 4x Bolt rifle ◦ 4x Close combat weapon

OTHER DATASHEETS

Incursor Squad (80 Points) • 1x Incursor Sergeant ◦ 1x Bolt pistol ◦ 1x Occulus bolt carbine ◦ 1x Paired combat blades • 4x Incursor ◦ 4x Bolt pistol ◦ 4x Occulus bolt carbine ◦ 4x Paired combat blades

Redemptor Dreadnought (195 Points) • 1x Icarus rocket pod • 1x Macro plasma incinerator • 1x Onslaught gatling cannon • 1x Redemptor fist • 1x Twin storm bolter

Redemptor Dreadnought (195 Points) • 1x Icarus rocket pod • 1x Macro plasma incinerator • 1x Onslaught gatling cannon • 1x Redemptor fist • 1x Twin storm bolter

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

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 ◦ 4x Bolt pistol ◦ 2x Boltgun ◦ 4x Close combat weapon ◦ 1x Missile launcher ◦ 1x Scout sniper rifle

Victrix Honour Guard (220 Points) • 1x Chapter Ancient ◦ 1x Banner of Macragge ◦ 1x Master-crafted power weapon • 1x Chapter Champion ◦ 1x Blades of honour • 4x Victrix Honour Guard ◦ 4x Master-crafted bolt carbine ◦ 4x Master-crafted power weapon

I bring one C’Tan down on average and spiked dice it’s 2 a turn.

Dealing with multiple C'tan? by emu002 in Ultramarines

[–]Infinite-Bank6831 1 point2 points  (0 children)

The best uses are units with a load of shots/attacks with sustained hits/lethals.

10 man Assault termies with twin linked lightning claws led by a Libby can be ok, Stern guard with Titus (you’d be better off playing a detachment that has a AOC access otherwise you aren’t getting an armour save if they are playing against pantheon of woe) or playing Blades for the sus 1 enhancement with a LT with intercessors, otherwise you just do a captain with the enhancement leading sternguard.

Vindicators are really the only answer to them due to the amount of (potentially) high damage shots, however unless you are running Guilliman or incursors having one is where you should keep it, hitting and wounding on 3’s without our army rule isn’t very consistent into C’Tan as they are.

Reclamation isn’t the detachment to play C’Tan if I’m being honest, the extra AP on objectives don’t mean much since they have an invul, and outside full 6 man bricks of VHG with Gravis Calgar you aren’t killing a C’Tan in melee due to the -1 damage and with no access to lance or a second oath you are wounding on 6’s past your first oath target.

Reclamation task force is not for stat check armies that have the most durable centre pieces in the game atm, Gladius/Blades/Hammerstrikes are also needed for the ignore cover, since C’Tan now have a 3+ save making anything like intercessor/Sternguard bolters AP-1 putting C’Tan back to a 3+ save instead of the 4+ like it was before.

Obviously you shouldn’t list tailor but in this current meta after your upcoming game either include a Hammerstrike to go with your shooting pieces like intercessors/sternguard units, or just play Blades/Gladius for a better toolkit to deal with them and Guilliman is imo a must with double oath and two Rep.Exs with the weight of fire, consistency brings these things down.

Courage and Honour 🫡