Chapter Tactics: Salamanders
Detachment:
CAD
HQ -290
Vulkan He'Stan - 190
Librarian - Combi Melta, ML2 - 100 (rolling for Pyromancy table to fit the theme)
Elite: 310
Ironclad Dreadnoughts - 155 (Melta Fist, Heavy Flamer Fists, Ironcladd Assault Launchers) - 155 ------- Chainfist or Seismic Hammer?
Ironclad Dreadnoughts - 155 (Melta Fist, Heavy Flamer Fists, Ironcladd Assault Launchers) - 155 ------- Chainfist or Seismic Hammer?
Troops: 410
Tactical Squad - 1 srg combi melta, 9 Marines, 1 flamer 1 multi melta Rhino with Dozer blade - 205
Tactical Squad - 1 srg combi melta, 9 Marines, 1 flamer 1 multi melta Rhino with Dozer blade - 205
Heavy Support - 240
Predator - Twin Linked Lascannon - 100
Predator - Twin linked Lascannon - Sponson lascannons - 140
Detachment: 1st Company Strike force - 600
Sternguard Squad - Srgt - Combi Melta, 2x Heavy Flamers, x2 Combi Meltas - Rhino - Dozer Blade - 200
Sternguard Squad - Srgt - Combi Melta, 2x Heavy Flamers, x2 Combi Meltas - Rhino - Dozer Blade - 200
Sternguard Squad - Srgt - Combi Melta, 2x Heavy Flamers, x2 Combi Meltas - Rhino - Dozer Blade - 200
So overall I think it looks pretty versatile. I have answers to swarms,
TEQs and am pretty mobile + tons of objective secured. Also at my club we dont play with fliers so Anti Air is not a concern of mine. All my squads are pretty safe from shooting/assault armies at least at first as the walls of Rhinos can keep them alive to get into the sweet 12-24 inch range spots where my meltas can really do work. The Sternguard I think will be a lot of fun as well with their dual heavy flamers. Want to assault theim/their transport? Eat two d3 auto hitting heavy flamers. Need to clear out a swarm of guys/armor 4 guys? Heavy flame them down.
TEQS/Vehicles? Melta them down. Even when I need further range than the heavy flamers allow I still have bolt pistols on those guys to take shots with.
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So theres my 1850 points. This is a pure
TAC list and I have no idea what I will be fighting with it. I wanted to go full on Hot and Heavy with these guys to fit the Salamanders theme so that means tons of Meltas and flamers. This is the core list which I think looks pretty solid, but I have some ideas on how to fix it up as well as questions.
--- > Outdated questions below, but still always looking for opinions on them in general. <----
1. Dozer Blades or double Storm bolters on Rhinos? - The Dozer blades help a ton with dealing with dangerous terrain, but I am not 100% sold on them because the extra storm bolter is some nice extra shooting to support the marines, but I suppose its effectiveness will depend on how i use the Rhinos themselves. If they are there to move their full speed to hold objectives block
LoS then the Dozer seems better. What do you think?
2. The Heavy support slot. The main question is if I want to have the superior fire power of the Predator for anti tank fire or the versatility of another Devastator squad in a rhino. The Rhino lets two
devs fire safely each turn and if I need it to can quickly rush to objectives and unload a squad of marines. So the question is really if I want to have the extra fire power (predator) or the versatility of object secure marines and rhino. Would the mix of the two be best here or would going all in on two preds or two
devs be the best? To afford the two
devs I would have to axe my ML2 Psyker, but could give him an Auspex as a consolation prize.
3. The Dreadnaughts. I feel like having them around gives a nice anti meele buffer to my forces as well as their multi melta providing some choice fire support. They are superior in melee compared to the ironclad version, but are more vunerable to glances/pens, however the venerable rule helps tone down the effects of pen hits by forcing a re-roll if I choose. However the Ironclad has that crucial extra armor point allowing it to prevent possible glances and pens. Also due to my chapter tactics both can re roll failed multi hits so the Venerable will very likely hit every shot Hitting on 2s rerolling misses) and the Ironcladd hits on a 3 that he can re roll which is still a very good chance to hit. Note: At my club we play with a good deal of cover so its not hard to
LOS block them/get big boy cover saves.)
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Updated:
1. Do I want seismic hammers or chainfists for the dreads? The Concussive does not seem all that useful, but I am not so sure how many other single models in meele strike hard enough to hit the Dread at initiative better than four. The Chainfist is a great insurance policy for tearing up vehicles though.
2. Also wondering if the Ironcladd assault launcher are worth it. I think so personally. Robbing a unit of its +1 attack can be a big deal + if I charge into cover I dont lose my precious one attack.
3. Drop a Dread for a 3rd predator to make up a 3 tank squadron for their
MC and tank hunter bonus? That would allow me to get another Predator fully decked out with Las+sponsoon lases and give the 3rd pred sponsoon las cannons with an auto cannon. Its a lot more range fire power that can be put out right there at the cost of a very meaty dreadnought that could ruin a squads day very easily. Also diminishes the hot and heavy a theme a bit with the loss of such a beautiful mountian of fire.
So what are your guys' thoughts? Anything you see that looks like crap? Would changes would you make?