Well I figure it's time to start posting my epic adventures of newbiness into the forum seeing as how I've been having so much fun playing recently. My local hobby shop has such a great 40k community as well as other platforms (magic, fantasy, some ww2 game, etc.).
During my adventures I have been trying my very best to play a WYSIWYG army because I just like the way everything looks and shoots. In my entire list there is only one exception to this rule being a Shas'ui modelled with a pulse carbine because that's what the Shas'ui in Dawn of War (PC) have. He will later be transferred into a pulse carbine unit of Firewarriors but that's besides the point.
My list is small because I am slowly building up models, and I try not to buy anymore until all the ones I have are painted...but buying models is very addictive so I do it anyways.
Anyways, onto a brief overview of my list.
Fireknife Shas'el w/ Shield Generator
2 6 man Firewarrior Teams w/ Target Lock and Markerlight
Devilfish w/ Disruption Pod, Flechettes, Target Array, Multi-track
Broadside w/ ASS
Not looking for a critique on my list, I already know what I must do and I'm working on it. If you wanted to PM me suggestions then it would be most welcome, I'm just trying to keep this thread clean.
The Ultramarines that I faced down were:
My opponent set up terrain and stuff on a small 4x4 board, I placed a big ruined building between 2 pieces of small area terrain on my board edge because I could. Dominating the center was a large Parthenon looking building.
Deployment: Dawn of War
I deployed my Firewarriors in the building, and the other in the rocky area terrain on my left, my commander was out in the open in front of the Parthenon. My devilfish and Broadside would walk on.
My opponent deployed the tacticals to the right of the Parthenon, after premeasuring but since it was a friendly game I wouldn't say anything. His dreadnaught walked on and his scouts outflanked...which he forgot to tell me.
My turn 1: I moved my commander towards the tacticals and dropped 1, everyone else either couldn't see them or the marines made their saves. Oh, and I forgot to bring my XV88 and devilfish in off the table.
His turn 1: His runs really angrily towards my Firewarriors in the ruins, but can't see. His dreadnaught comes in off the table behind and to the left of the Parthenon.
My turn 2: I bring in my Broadside and maneuver it to the rocky outcropping that my 2nd Team of Firewarriors are occupying. My commander continues to jump around and my devilfish moves in on the right side and gets in position to support the firewarriors.
Markerlights fly and nothing is able to hit, combined fire from the Firewarriors and the Commander drop another 2 marines, and the railgun fails miserably when it fires at the dreadnaught.
His turn 2: More running towards the Firewarrior occupied ruin, the Dreadnaught gets into cover in corner the Parthenon's area terrain. 2 of my Firewarriors drop to bolter fire.
My turn 3: I move my devilfish to interdict the approaching marines. I manage to score TWO markerlight hits (yaaaayyyy) so I launch both of my seeker missiles at the dreadnaught which end up blowing up a portion of the Parthenon. >.> My commander and the remaining firewarriors and devilfish drop another 3 marines total, and he naturally passes his morale check. The railgun however, manages to get a penetrating hit on the dreadnaught. Then I rolled a 1 for damage...
His turn 3: His tacticals get into position to assault my devilfish and he brings his close-combat scouts in (the ones he forgot to tell me about) off the table edge to my left. They kill 2 of my firewarriors and assault leaving 3 alive. Miraculously I manage to kill one of them in close combat. His tacticals assault the devilfish and the flechette dischargers do nothing, but his marines also did nothing so it was okay.
My turn 4: Okay, so at this point in the battle I'm in some serious trouble. I don't do much moving besides moving my commander on top of the Parthenon to get closer to the Dreadnaught and hopefully maneuver for a rear armor shot. My devilfish and Firewarriors continue to pour fire into the tacticals but their combined fire only kills one (a terrible round of rolling for me). My railgun glances the dreadnaught and rolls a 1, my commander however, was able to hit the Dread with a plasma and a missile, and then rolled for a glance and a penetrating hit (yay 6s). My opponent then rolled cover saves but forgot to distinguish because one of the saves failed. Instead of rolling off to see which one was the glance I just told him to re-roll (oops). He then passed both of his cover saves. My Firewarriors all died in the resolution of the close combat on my left by the Broadside.
His turn 4: His scouts run very hungrily towards my broadside, his dreadnaught climbed on top of the Parthenon so it could better squish my commander and the tacticals ignored my stationary devilfish (oops) so they could get closer to my more squishy firewarrriors. He shot and killed 2 of my firewarriors then proceeded to assault them and their commanders powersword ate them all. The scout marines assaulted the broadside and, after a quick rolling scored 3 hits. No problem *rolls snake-eyes* *silence*. The dreadnaught ran on top of the Parthenon towards my commander, but failed to reach assault range by 1/16th inch. We had to get an outside ruling to determine it but needless to say I was very pleased.
My turn 5: I move the devilfish away from the scary tacticals flying up the right side of the Parthenon. My commander jumps away from the big scary dreadnaught and fires at....something. I don't remember what it was but they made their cover saves.
His turn 5: His scouts and tacticals surrounded my commander, the dreadnaught lined up an angle on the devilfish and scored a few rending hits and wrecked it. The scouts fired their pistols at my commander and all hit, so when I rolled for my saves...a 1 and a 2. >.>
Luckily the turn ended and my drones lived on to fight another day. Yay drones!
Now, it was a friendly game, but a good game. If anything I learned that my target priority needs to be a little better, but I think i did pretty good. I also learned to keep a better tab on my opponents units to make sure he doesn't have any outflanking, and if there are I need to stay further away from my board edge. I learned to keep vehicles moving. Oh and I think that next time I take my broadside I'm going to take a targetting array instead of the ASS since he is such a key unit to my army. Overall, the tweaking process of my army is going rather well. My firewarriors's Shas'ui didn't get a chance to use their EMP grenades through the entire game day so I think I'm going to take a Black Sun Filter instead of them so that I can possibly use those markerlights for that extra turn. Like I said before, I'm not looking for help with my list, I'm just voicing my thoughts.
I fared much better in the game vs the Tyranids I played. Termigons are a scary thought but the one I faced was hilariously modelled, I'll bring a picture next time I see it and post it somewhere.
Anyways, C&C regarding strategy is always welcome. The scenario in this thread that Kles'ro mentions is actually in reference to my list that I'm running. Comments in that thread are most welcome because it might change the way I play (edit- Nevermind that thread was locked). Thank you all and good hunting