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WARHAMMER 40K, 5TH EDITION

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By Karim Attia, 20 September 2009

ULTRA-MARINES 5th edition

1500-100=1400-295=1105-35=1070-90=980-75=905-90=815-75=740-180=560-180=380-180=200-115=85-85=0

HQ1: Librarian 100
[Gate (MV): 24”move; Null zone (SH): 24”enemy re-rolls inv saves; Force wpn (ASS)]
ELITE1: 10 Sternguard 250/special ammo/9 combi-meltas+45=295 (30each)
Drop-pod 35

TRP1: 5 Tactical Squad 90 (18each)
Razorback/twin-linked las-cannons 75
TRP2: 5 Tactical Squad 90 (18each)
Razorback/twin-linked las-cannons 75

FAT1: 2 Landspeeders w.AssCannon [12”/24”=4+inv; rending] 180
FAT2: 2 Landspeeders w.AssCannon [12”/24”=4+inv; rending] 180
FAT3: 2 Landspeeders w.AssCannon [12”/24”=4+inv; rending] 180

HVY1: Vindicator 115
HVY2: Whirlwind 85

SET UP:
1.    Vindicator: middle centre, as far forward as possible (usually 12” from board edge) – scares the hell out of opponents and will draw the bulk of heavy weapons fire.  Get the Vindicator in range as quickly as possible – no one wants to stand in front of this beast, so it’s a great way of taking control of space – forcing an opponent into the area s/he feels safe.  They also make great protective screens behind which infantry can advance.
2.    Whirlwind: any board-edge in your deployment zone that provides the best coverage of the board.  By placing the rear of the tank against the board edge you deny attackers access to the weakest side.  Nobody likes large blast-markers dropping amongst their troops, especially when they’re fired from something too far away to retaliate against, or that is hidden behind a hill!  However, the value of this tank is not merely psychological.  The weak but numerous troops that make up the bulk of most armies can take a while to clear, so large ordinance is quick and cheap (when it works) – one lucky hit and there’s a sizeable hole in an army!  Blast and template weapons are also good for eliminating annoying swarm-type bases (nurglings, etc) that can otherwise tie-up advances.
3.    Razorbacks: these can flank the Vindicator a few inches further behind.  This staggered set-up forces the enemy to shoot the nearest target, which will therefore be the heavily armoured Vindicator.  With twin-linked las-cannons, you will be popping enemy tanks with relative ease, although long-range line-of sight is always an issue.  This potency means your opponent will want to either keep his/her expensive armour out of range, or in cover, or else direct effort toward destroying them.  Either way, you are forcing him/her into making uncomfortable decisions and, possibly, tactical mistakes.
4.    Landspeeders: one squadron on each flank (left and right) with one held in reserve for Deep Striking to deal with any unexpected/unpleasant enemy formations.  Armed with ‘rending’ assault-cannons and the ever-dependable heavy bolters, these squadrons are able to destroy anything: Wraith-lords, Greater Demons, tanks, terminators, entire squads of whatever.  They’re also fast enough to take board-quarters, or deal with any crafty moves your opponent may try.
5.    Librarian and Sternguard: these Deep Strike and utilise the ‘Drop-pod Assault’ rule meaning that at the start of your turn-one movement phase, the first thing you do is deploy the drop-pod and disgorge the men…behind the enemy (preferably, behind his/her biggest tank/beast/character).  Immediately split the unit into two five-man combat squads – this allows you to fire at two different targets, if you wish to.  Each combat squad has enough melta-guns to: destroy tanks (especially if within 6” and on rear armour); kill characters/demons (use the Librarian’s ‘Null Zone’ power to reduce the effectiveness of invulnerable saves; note: instant death of anything less than Toughness 5); destroy terminators (only invulnerable saves apply; use ‘Null Zone’).  To make the most of the weaponry, the Librarian can bounce his squad around the battle-field using his ‘Gate’ power (24” move using the Deep Strike rules).

40K is a game of attrition.  A good turn-one wins the game, so whoever gets the first-turn has the advantage.  To be a success, the first strike needs to be as hard as possible, so that your opponent has fewer options for his/her counter-stroke.  Thus, the more resource you keep off the table, the less damage you can inflict on the table.  Likewise, the fewer units able to get their weapons in range, the less damage you can inflict.

In turn-one, the army described above will have: deployed eleven marines with nine melta-guns behind the juiciest enemy targets and(hopefully) destroyed a tank and/or key unit; fired a barrage large-blast ordinance into the main body of the army; las-cannoned any exposed armour; flown up both flanks and shot seven-bells out of two enemy units.  In turn-one, this army has the potential to target and possibly destroy six enemy units, plus whatever the barrage can manage.  Moreover, this is not an army overly affected by the presence, or absence of lots of terrain/buildings.

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