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    Titan in the Playground
     
    Lizardfolk

    Join Date
    Jan 2008

    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    More Ultramarines' stuff.

    Spoiler: Stratagems
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    All Ultramarines Successors count as Ultramarines.

    Martial Precision: When an ULTRAMARINES model makes an attack in the Shooting phase, the attack automatically hits. Very strong. Combine with Hellfire Shell or Flakk Missile. Many, many applications for this Stratagem.

    Vengeance for Calth: One of your ULTRAMARINES units re-rolls to hit and wound vs. WORD BEARERS units for the Fight phase. Not only this is this Heretic Astartes-specific, but it only applies to a specific subset of Heretic Astartes, so, as fluffy as it is, for most games, this simply reads as wasted page space.

    Inspiring Command: During a Shooting, or Fight phase; A CHAPTER MASTER, CAPTAIN or LIEUTENANT have their Aura abilities increased by 3" - to a max. of 9". This includes Auras granted by Relics.

    Cycle of War: If the Assault Doctrine was active last Battle Round, for the current Battle Round, Devastator Doctrine is active. This is perhaps one of the very, very few reasons for Ultramarine armies to accelerate to Assault Doctrine on Turn 3 - instead of waiting 'til Turn 4 - so you can second-cycle into Devastator.

    Rapid Redeployment (2): At the start of the first Battle Round, redeploy up to three units, as described in the Deployment section of the Mission. Since it is no longer actually deployment - it's actually pre-Turn 1 - abilities like Concealed Positions don't work when deploying using this Stratagem.

    Sons of Guilliman: In the Shooting or Fight phase, target INFANTRY or BIKER unit can re-roll 1s to hit.

    Avenge the Fallen: When an ULTRAMARINES unit in your army is destroyed by an attack by an enemy unit; All of your ULATRAMARINES re-roll 1s to hit vs. that unit for the entire rest of the battle. It's baffling that this is allowed to be used multiple times per game.

    Courage and Honour!: All [ULTRAMARINES in your army gain +1 Leadership for a Morale phase. Garbage.

    Tactical Expertise (2): If the Tactical Doctrine is active, all ULTRAMARINES in your entire army with Rapid Fire and Assault weapons improve their AP by -1 on 6s to wound. Another army-wide buff, that for 2CPs, means that even Ultramarines Successors really want to run Rapid Fire and Assault weapons a lot, and the Chapter really isn't set up to improve Melee units...Only specific Melee units.

    Fall Back and Re-Engage (1/2): This Stratagem costs 2 CPs if the target unit doesn't have the Codex Discipline Chapter Tactic (another reason to just play 'vanilla' Ultramarines, and not to bother with Successors). The target unit can Fall Back, Shoot and Charge all in the same turn. In addition, if the unit has Codex Discipline, ignore the penalties to hit, this Stratagem takes precedence.

    Defensive Focus (2): When an ULTRAMARINES unit is Charged, up to three units that are within 6" of the unit, can fire Overwatch as well.

    Exemplar of the Chapter: Your non-named Warlord gets a second Warlord Trait.

    Squad Doctrines: Target ULTRAMARINES INFANTRY or BIKER unit has whatever Combat Doctrine you want, until your next turn.

    Honoured Sergeant: Army list. Target 'Sergeant' in your army can be given; Master-Crafted Weapon, Digital Weapons, Hellfury Bolts or a Sunwrath Pistol.
    These are...Not Good choices. Hellfury Bolts and Sunwrath Pistols just aren't worth it.

    Tactical Insight (2): Dead Stratagem. However, the Errata for Ultramarines has left it in. What? Future proofing?

    Honoured by Macragge: When choosing a Relic for one of your Ultramarines Successor models, you can choose for the Relic to come from the Relics of Macragge, instead of being able to only choose from Special-Issue Wargear or the Relics from the Codex.
    Once again, play Ultramarines. Or pay resources to be like Ultramarines anyway. Why does GW do this?
    Last edited by Cheesegear; 2020-11-15 at 08:08 AM.
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