If you wanna do the Vitrix guard, you're going for 70% army 3++ and weight of Attacks. Its a really specialised build and playstyles, and while I know its annoying as hell, I wouldn't recommend it without a LOT of practice.
For the record, I don't really understand this list either. I just know it has something to do with 3++, deepstriking in people's faces, fighting in their charge phase before double fighting in the fight phase. You'll have to research this a bit, and I don't know how to make it work with Girlyman since it's a mobility list.
A few things benefit from UM super doctrine a lot - Aggressors, and Repulsor Executioners, if I am recalling right. Executioners benefit from IH doc and super doc more so I'd just leave that be.
10 man Intercessors benefit from UM a lot too, double tapping anywhere in that 36" threat range. That's 40 shots on demand in a 36" threat range.
My UM list was essentially a big moving castle that hugs terrain trying to get Aggressors into position to murderfy things. Grav drop killed stuff but can be slot in anywhere. Landspeeders benefit a lot out of this (marginally more in IH) and formed a base of anti tank that's fast for scoring, using a central line of Aggressors, Intercessors, and Scouts/Bikes to push midfield when I could (hint: I failed in my game to do this due to lack of Intercessor damage and mishandling of terrain positioning), and calling down Sternguard for assist damage, and Grav drop for an incredible Oomph to kill things without invuls.
The key thing to take away is that this moving castle is a midfield army that needs to be set up properly with terrain use, then claim the midfield and force people to come contest you to shove you off.
If you were to take successor chapter, you could probably still pull it off - not having Tiggy buff something with -1 to hit is sad, but not game losing. As long as you don't lose Aggressors before they get to shoot, you can afford the loss of them (they tank so much damage its ridiculous). I didn't use Cassius, since his fnp was for mortals only (if it was the BA one then I'd give up successor for it).
My biggest mistake was last minute changes where I gave up Landspeeders and Intercessors for those Missle Launcher Devs, not a good trade. The Aggressor - Intercessor combo is central to this list, especially with the Banner that makes them Zombie act, then Heroic Intervention into combat with the WLT.
I only had 1 Smashcap for general use and emergencies.
All in all I'd have to say I don't know how to make Girlyman work well in this. As a LoW he's really hard to squeeze in, and the HQs start getting redundant. His buffs are better recreated elsewhere and are more variable/customizable there, and his benefits/buffs do not synergize with the UM way of playing. A buff to advance when you're incentivized not to advance? If UM super doctrine worked on advancing units, then he'd be a real contender, but as it doesn't, everyone other than Aggressors who benefits from UM super doc doesn't benefit from his mobility buff and he's too expensive for a rr hit rr1s wound buff, so you'd have to make use of his melee combat and stat line, which is a challenge in of itself.
Maybe you could work a bunch of Stormshield Bikers into it (or skip the Stormshield, just use the strategem on them) to shield him as he runs up, because he can run pretty fast. But his buffs are hard to make use of all the time, and that makes me feel like he's a hot mess to take.
Edit: the list should be on my first page of my thread, but I just quickly pulled it out of Battlescribe. Apologies on the horrible formatting, but editing this on phone is a nightmare.
++ Brigade Detachment +12CP (Imperium - Space Marines) [114 PL, 11CP, 2,000pts] +++ No Force Org Slot +**Chapter Selection**: Ultramarines
Battle-forged CP [3CP]Detachment CP [12CP]+ HQ +Captain [5 PL, 77pts]: Chainsword, Master-crafted boltgun
Chapter Master [6 PL, -3CP, 143pts]: Champion of Humanity, Jump Pack, Storm shield, Stratagem: Chapter Master, Stratagem: Hero of the Chapter, Thunder hammer
Chief Librarian Tigurius [7 PL, 130pts]: 2) Scryer's Gaze, 3) Telepathic Assault, 4) Storm of the Emperor's Wrath
Lieutenants [5 PL, -1CP, 60pts]. Lieutenant: Adept of the Codex, 2x Chainsword, Nobility Made Manifest, Stratagem: Exemplar of the Chapter, Warlord
+ Troops +Infiltrator Squad [5 PL, 110pts]: 4x Infilltrator, Infiltrator Sergeant
Intercessor Squad [10 PL, 170pts]: Bolt rifle
. 9x Intercessor
. Intercessor Sergeant
Scout Squad [4 PL, 55pts]. Scout Sergeant: Bolt pistol, Boltgun
. 4x Scout w/Boltgun
Scout Squad [4 PL, 55pts]. Scout Sergeant: Bolt pistol, Boltgun
. 4x Scout w/Boltgun
Scout Squad [4 PL, 55pts]. Scout Sergeant: Bolt pistol, Boltgun
. 4x Scout w/Boltgun
Scout Squad [4 PL, 55pts]. Scout Sergeant: Bolt pistol, Boltgun
. 4x Scout w/Boltgun
+ Elites +Aggressor Squad [10 PL, 222pts]: 5x Aggressor, Aggressor Sergeant
. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher
Company Ancient [4 PL, 63pts]: Boltgun
Sternguard Veteran Squad [12 PL, 140pts]. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
.
Veteran Sergeant. . Special Issue Boltgun/Bolt Pistol
+ Fast Attack +Land Speeders [4 PL, 87pts]. Land Speeder: Heavy bolter, Typhoon missile launcher
Land Speeders [4 PL, 87pts]. Land Speeder: Heavy bolter, Typhoon missile launcher
Land Speeders [4 PL, 65pts]. Land Speeder: Heavy bolter, Heavy bolter
+ Heavy Support +Devastator Squad [6 PL, 150pts]: Armorium Cherub
. Space Marine Sergeant: Boltgun
. Space Marine w/Heavy Weapon: Grav-cannon and grav-amp
. Space Marine w/Heavy Weapon: Grav-cannon and grav-amp
. Space Marine w/Heavy Weapon: Grav-cannon and grav-amp
. Space Marine w/Heavy Weapon: Grav-cannon and grav-amp
Eliminator Squad [4 PL, 74pts]. Eliminator Sergeant: Camo cloak, Instigator Bolt Carbine
. 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak
Eliminator Squad [4 PL, 72pts]. Eliminator Sergeant: Bolt sniper rifle, Camo cloak
. 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak
+ Dedicated Transport +Drop Pod [4 PL, 65pts]: Storm bolter
Drop Pod [4 PL, 65pts]: Storm bolter
++ Total: [114 PL, 11CP, 2,000pts] ++Created with
BattleScribe