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![[Post New]](/s/i/i.gif) 2007/03/19 01:30:00
Subject: 1750 point Salamanders
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Been Around the Block
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Edited list down the page. I want to strip my old terribly painted Blood angels and re-paint them, but the old sons of Sanguinius aren't that appealing to me any more and I want to try the Salamanders chapter because I like green and I like the basic idea of the chapter in that they are incredibly well armed and love to use flame weapons. I've tried to appeal to that sensibility in this list. . Traits as per Codex Space Marines: Cleanse and Purify, Never Despair, Eye to Eye . . HQ Master 'Reptaris' with Iron Halo, Power Weapon, Combi-Flamer, Frag Grenades: 126 ELITES Dreadnought with Multi-Melta, Heavy Flamer, Extra Armour, Smoke: 133 5 Terminators with 2 Assault Cannons: 240 TROOPS 8 Tactical Marines with 2 Flamers: 224 Vet with Power Fist Rhino with Extra Armour, Smoke 8 Tactical Marines with 2 Meltaguns: 228 Vet with Power Weapon Rhino with Extra Armour, Smoke 8 Tactical Marines with 2 Plasma Guns: 170 Vet with Power Weapon 6 Scouts with Sniper Rifles: 108 FAST ATTACK 2 Land Speeder Tornados with Multi-Melta, Heavy Flamer: 150 8 Assault Marines with 2 Flamers: 233 Vet with Lightning Claws HEAVY Predator Annihilator with Heavy Bolter Sponsons, Extra Armour, Smoke: 138 TOTAL: 1749
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![[Post New]](/s/i/i.gif) 2007/03/19 02:23:38
Subject: RE: 1750 point Salamanders
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Fresh-Faced New User
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No Thunderhammers?
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![[Post New]](/s/i/i.gif) 2007/03/19 02:51:40
Subject: RE: 1750 point Salamanders
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Been Around the Block
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Don't have my codex on me, so I can't be sure about points costs. For character, the commander should probably have a thunder hammer. I would swap one sniping rifle for a heavy bolter for the scouts, and try to squeeze an auspex onto the sergeant... I have only had it work once, but having an enemy squad pinned on their first turn was fun. The Assault sarge would be a lot scarier with a thunder hammer, plasma pistol, combat shield. This has nothing to do with this very combination currently sitting on my work table waiting for the bits from GW (Iron Hands Thunder Hammer 1.50). The squad goes from being a threat to infanty (flamers and lot of attacks) to a threat to everything because of the thunder hammer. Just my .02$
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![[Post New]](/s/i/i.gif) 2007/03/19 05:45:03
Subject: RE: 1750 point Salamanders
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Been Around the Block
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I didn't realize Thunder Hammers were Salamander flufy, that is something I will 100% aim to rectify.
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![[Post New]](/s/i/i.gif) 2007/03/19 06:40:22
Subject: RE: 1750 point Salamanders
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Tunneling Trygon
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As a Salamander player, I will say that hammers are fluffy but that doesn't mean you should replace everything possible with thunderhammers. There's nothing in the IA article to suggest that is all they use. People take the smithing aspect and the free thunderhammer our chaplains use to have and take that to mean we should have a ton of thunderhammers. That simply isn't accurate. However, I'd try and get one in there for flavor, preferably on a vet sgt. Int1 on your commander just plain sucks (and I know this from experience). Also not a fan of the scouts. While there's nothing directly unfluffy about them, the Salamander doctrine of short ranged shooting doesn't mesh well with sniper rfiles IMHO. Plus, scouts kinda suck outside of Blood Angels. Everything else is pretty fluffy. There's some tweaks I'd do from personal preference (Master in terminator armor, terminator turned into 4 man command squad, 1 speeder, use points for another rhino and maybe drop pod for dread, swap scouts for pred destructor) but overall it looks similair to what I run. Hope that helps. PS. I don't like to advertise other forums on another forum but in this case I think it'd be ok. There's a Salamander centric forum called the Fire of Nocturne. Google it and check it out. Lotsa tips on painting, tactics and general disscussion.
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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![[Post New]](/s/i/i.gif) 2007/03/19 18:35:23
Subject: RE: 1750 point Salamanders
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Been Around the Block
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winterman; thank you for some excellent advice. One thing re: Terminators and the command squad. Do you think they should be deep strikers, or start on the table? I was hoping to build somewhat a 'conquest' force; that is, one that is already deployed on-world and has been for some period of time, hence no deep striking termies or pods.
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![[Post New]](/s/i/i.gif) 2007/03/19 18:55:22
Subject: RE: 1750 point Salamanders
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Tunneling Trygon
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One thing re: Terminators and the command squad. Do you think they should be deep strikers, or start on the table? Depends on the situation. In some cases you'll want them on the table (when facing nids for example) and sometimes you'll want the flexibility of DSing them (certain missions). A teleport homer on the assault squad couldn't hurt. Some would argue DSing them is a bad idea, as then you lose Rite of Battle. But in your case that's not a huge issue, as most (and possibly all) your units are led by ld9 sergeants. Still, something to consider when deciding whether to DS them or not. Hope that helps!
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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![[Post New]](/s/i/i.gif) 2007/03/20 10:54:18
Subject: RE: 1750 point Salamanders
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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I will look at your list twice, once from a Sallies perspective, and once from the perspective of making your list competitive. Then you can balance the two as you see fit. Salamanders at their most colourful are not very effective.
Traits as per Codex Space Marines: Cleanse and Purify, Never Despair, Eye to Eye
Salamanders - Keep this as normal Competitive - Take Cleanse and Purify and Death before Dishonour. The moron who wrote the codex considered Never Despair an 'advantage', it isnt.
HQ Master 'Reptaris' with Iron Halo, Power Weapon, Combi-Flamer, Frag Grenades: 126
Salamanders - Take thunderhammer and power weapon. This way you get to choose s4 I5 attacks or S8 I1 attacks. Very versatile if a little pricey. Competitive. Takiing hammer and sword can be points effective as you are not painted into a corner with your characters capabilities. Combi weapons suck. ELITES Dreadnought with Multi-Melta, Heavy Flamer, Extra Armour, Smoke: 133 5 Terminators with 2 Assault Cannons: 240
Salamanders - The terminotors prefer heavy flamers. You can have as assault cannon on the dread so long as you keep the flamer. Competetive - assault cannon all round. TROOPS 8 Tactical Marines with 2 Flamers: 224 Vet with Power Fist Rhino with Extra Armour, Smoke 8 Tactical Marines with 2 Meltaguns: 228 Vet with Power Weapon Rhino with Extra Armour, Smoke 8 Tactical Marines with 2 Plasma Guns: 170 Vet with Power Weapon
Salamander- Give up one plasma gun for a multimelta. salamanders love multimetlas for their tacticval squads. The other two squads are ok, but swap over the power weapon and power fist. If you charge in after meltas you will need a powerfist, flamer targets are weaker and can die to a powersword. Competetive - Two plasma guns, no thankyou, the reason to have them is to support a heavy weapon. Takle las/plas instead for the third squad.The other two squads are ok but give both sergeants powerfists. 6 Scouts with Sniper Rifles: 108
Salamanders - No comments, we have no data on prefered outfuitting of Salamander scouts Competetive - Take a missile launcher, also take a squad of five so you only need the one boxset, but if you have six take six.
FAST ATTACK 2 Land Speeder Tornados with Multi-Melta, Heavy Flamer: 150
Salamanders - Salamanders arent really into Land Speeders, no preferences. Competetive - Assault cannon all the way. Split the units.
8 Assault Marines with 2 Flamers: 233 Vet with Lightning Claws
Salamanders - Two flamers check. Salamanders invented the flamer assault marine, initially only they could have them. Competetive - Some prefer a powerfist, lighninmg claws are expensive and before on IC's HEAVY Predator Annihilator with Heavy Bolter Sponsons, Extra Armour, Smoke: 138
Salamanders - Like heavy flamer sponsons (dont listen to them) Competetive - This will do ok, though a Destructor is better off with heavy bolter sponsons, more shots for less and at the same type of target too.
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2007/03/29 18:19:23
Subject: RE: 1750 point Salamanders
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Been Around the Block
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I've re-written the list, a lot of the advice I have taken on board, some I haven't. I am still determined to use the Sniper Scouts because they're a unit I've wanted to try.
HQ Master of Sanctity with Terminator Armour, Storm Bolter: 330 - 4 Reclusiam Terminators with 2 Assault Cannons
ELITES Dreadnought with Multi-Melta, Heavy Flamer, Extra Armour, Smoke: 133
TROOPS 10 Tactical Marines with 2 Flamers: 269 - Vet with Thunder Hammer - Rhino with Extra Armour, Smoke
10 Tactical Marines with 2 Meltaguns: 268 - Vet with Power Fist, Teleport Homer - Rhino with Extra Armour, Smoke
8 Tactical Marines with Multi-Melta, Plasma Gun: 165 - Vet with Power Weapon
6 Scouts with 5 Sniper Rifles, Missile Launcher: 128 - Vet with Auspex
FAST ATTACK Land Speeder Tornado with Multi-Melta, Heavy Flamer: 75
8 Assault Marines with 2 Flamers: 243 - Vet with Thunder Hammer, Teleport Homer
HEAVY Predator Annihilator with Heavy Bolter Sponsons, Extra Armour, Smoke: 138
TOTAL: 1749
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![[Post New]](/s/i/i.gif) 2007/03/29 18:29:54
Subject: RE: 1750 point Salamanders
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Tunneling Trygon
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Can't argue with wanting to use models you have.
Main tweak I'd make (or try out) is losing the vet sgt in the MM/PG squad and turn them into infiltrating veterans (a bit easier to get some use outta the MM). Alternately with that same squad, lose 2 marines and the vet sgt (+some misc stuff) to give the squad a razorback. In general, I just don't see any need to give this squad a power weapon armed sgt.
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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![[Post New]](/s/i/i.gif) 2007/04/01 12:20:41
Subject: RE: 1750 point Salamanders
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Been Around the Block
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Would it be worth swapping the Flamers on the first Rhino squad for another pair of Meltaguns? Not sure where I'd pull the eight points from to make it happen, but it's something that I thought of over the weekend.
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