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Made in ca
Courageous Skink Brave




Toronto, Ontario Canada

Please flame the crap out of this army I want some hardcore insight.
HQ
Forgefather Vulkan He'Stan Points 190
Wargear:
- Artificer Armour
- Frag and krak grenades
- Bolt Pistol
- Kesare's Mantle
- The Spear of Vulkan
- Digital Weapons
- The Gauntlet of the Forge

Troops
Space Marine Tactical Squad Points 205
10 Marines
Wargear:
- Flamer
- Multi-Melta
- Drop Pod

Space Marine Tactical Squad Points 205
10 Marines
Wargear:
- Flamer
- Multi-Melta
- Drop Pod

Space Marine Tactical Squad Points 205
10 Marines
Wargear:
- Flamer
- Multi-Melta
- Drop Pod

Elites Points 320
Terminator Assualt Squad
8 Terminators
Wargear:
Terminator Armour
Thunder Hammer and Storm Shields

Ironclad Dreadnought Points 185
Wargear:
- Seismic Hammer
- Melta-gun, Heavy Flamer
- Dreadnought close combat weapon
- Smoke Launchers
- Searchlight
- Extra Armour
- Drop Pod


Ironclad Dreadnought Points 185
Wargear:
- Seismic Hammer
- Melta-gun, Heavy Flamer
- Dreadnought close combat weapon
- Smoke Launchers
- Searchlight
- Extra Armour
- Drop Pod

Fast Attack Points 95
Scout Bike Squad
3 bikes
Wargear:
- Scout Armour
- Bolt Pistol
- Frag and Krak Grenades
- Space Marine Bike
- Shot Gun
- Locater Beacon

This message was edited 3 times. Last update was at 2008/09/14 01:08:19


 
   
Made in ca
Courageous Skink Brave




Toronto, Ontario Canada

Shameless BUMP!
   
Made in us
Troubled By Non-Compliant Worlds






the scouts seem a little out of place, you cant really hide them and the drop pod is safe enough with its guidance system if anything maybe two smaller squads, the ironclads really need heavy flamers and why 6 termies it wont do that much more than 5 and will make deep striking generally more difficult also the tact serg's need something

i would drop the scout bikes and one termie for tact serg weapons (combi melta or flamer)a heavy flamer on each dreads, locator beacons on the drop pods and maybe a few extra toys (extra termie, deathwind launchers or whatever)
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

mothman_451 wrote:i would drop the scout bikes and one termie for tact serg weapons (combi melta or flamer)a heavy flamer on each dreads, locator beacons on the drop pods and maybe a few extra toys (extra termie, deathwind launchers or whatever)


So you want him to drop one termie to take extra toys, like an extra termie?


I play

I will magnetize (now doing LED as well) your models for you, send me a DM!

My gallery images show some of my work
 
   
Made in cn
Long-Range Black Templar Land Speeder Pilot




Beijing,China

You cannot fire your multimeltas at the turn you just landed.Is it correct?

Tokugawa plays:  
   
Made in us
Longtime Dakkanaut





Orlando, Florida

tokugawa wrote:You cannot fire your multimeltas at the turn you just landed.Is it correct?


Yeah, but it's free and keeps the list fluffy, so who cares.

I agree with mothman_451, the scout bikers are unnecessary for only one deep strike squad.

You are better of with regular Scouts who can score. They can flank or infiltrate. They can drop the beacon. And they can be either set up as a forward assault squad or a fire support squad.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Nurgle Predator Driver with an Infestation




I know that because of your commander both melta's and flamers are both attracktive, but a flamer and a multi melta seems like a miss match.

 
   
Made in us
Tunneling Trygon





The House that Peterbilt

You are better off not taking either scouts or scout bikers. Scouts cannot take a beacon btw, only a homer.

Get thebeacon cheaper and easier on a drop pod or two instead, or give a tac sgt a homer (beacon on pod is cheaper). Half your pods come in turn 1, so you know you'll have at least on homer on turn 2 for the terminators to use. Since pods guide themsleves, it isn't so bad if the first half scatter a bit.

In general with few exceptions a drop pod army is better when all of it drops. One unit of fragile scouts is a point of failure that you don't need and could be better spent elsewhere.

There's a few options. Off the bat, i think you should take more advantage of the chapter tactics. So say you drop the scouts and a terminator -- use the points to get 2 beacons, add 2x hvy flamers on the dreads and add two MM speeders. Leaves some points I think for swapping flamers for meltas in the tac squads and/or taking some combi weapons.

This message was edited 1 time. Last update was at 2008/09/11 18:42:25


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." 
   
Made in us
Regular Dakkanaut





Mahu wrote:
tokugawa wrote:You cannot fire your multimeltas at the turn you just landed.Is it correct?


Yeah, but it's free and keeps the list fluffy, so who cares.


Ive never heard of this rule.

So am I right in understanding this as meltas cannot be fired on the turn they are deepstruck or am i taking this out of context?

Thanks!

Eldar
Luna Wolves 
   
Made in us
Tunneling Trygon





The House that Peterbilt

Out of context -- multi-meltas are heavy, so non-relentless models cannot fire them on the drop. Meltaguns are just fine though since they are assault. Also of note, fast vehicles can only fire one melta weapon on the drop. Dreads can fire as much as they want though.

Something to add from above. The mismatch on the flamer and MM is not such a big deal, since you can combat squad after dropping (yet another snub to DA/BA). Only makes a small difference in annihilation where you'd rather not split. That does make a difference worth considering but is not so bad as long as anti-tank is well covered elsewhere.

This message was edited 1 time. Last update was at 2008/09/11 20:22:55


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." 
   
Made in us
Dakka Veteran




Lexington, KY

Yeah, there's no huge point to scout bikers since it's cheaper to put beacons on pods and they're really easier to put in a good spot since you know ahead of time how many you set down on the first turn. Sure you get some scatter, but with pods it's quite easy to manage.

And while in some cases it's easier for your opponent to blow up the pods to get rid of the beacons -- if you think about it, a piece of wargear that makes your opponent want to shoot drop pods in the first or second turn instead of their cargo is worth way more than ten points.

Stop trolling us so Lowinor and I can go back to beating each other's faces in. -pretre 
   
Made in us
Dakka Veteran




Lexington, KY

Oh, put the heavy flamer upgrades on the Ironclads on the list. I noticed you paid for 'em, just didn't list them, and my god they're sexy.

Edit: Nvm, took the Ironclad launchers instead. I'd suggest putting dual heavy flamers instead of the launchers.

This message was edited 1 time. Last update was at 2008/09/11 20:36:29


Stop trolling us so Lowinor and I can go back to beating each other's faces in. -pretre 
   
Made in ca
Courageous Skink Brave




Toronto, Ontario Canada

First Scout Bikers can take the locater beacon and for them to be able to turbo charge and get the cover save and infiltrate that makes them still awesome to help bring down the pods accurately. The list isnt for winning it is for fluf. Who cares I have Vulcan the most broken Character in the marine book he will eat whole armies. And I think it is a better idea to take those hvy flamers on the dreadnought thanks for the good idea. And you guys have to see the Vulcan I converted looks super badass.
   
Made in us
Maddening Mutant Boss of Chaos





Pennsylvania

I think the multimelta/flamer combo is okay for your drop pod concept, in the spirit of staying fluffy. its not the best (i'd do melta/multimelta) but as you said it offers both anti infantry and anti tank. Plus when you hit the ground you can combat squad. the flamer squad could screen the multimelta squad and by the turn after the multimelta team would be laying down antitank support.

Renegade Guardsmen 
   
Made in ca
Courageous Skink Brave




Toronto, Ontario Canada

I have never seen this rule where you can drop half the army at on the first turn. I am pretty sure that is only for Death Wing and Demons. Also yea the flamer multi-Melta is for anti infantry and tank also I am probably going to use the Drop Pods as cover.
   
Made in ca
Courageous Skink Brave




Toronto, Ontario Canada

So why do people think I should take out the assault launchers they are ridiculous, they are blight and frag grenades. And if I take out the scout bikers what else should I put in instead.
   
Made in us
Longtime Dakkanaut





Rumor is that the new SM codex allows half your pods to drop on Turn 1, the rest come in from reserves normally - just like daemon deployment. Guess GW realized that letting people have their whole army off the board for 1-2 opponent turns wasn't always the most fun.

In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer 
   
Made in us
Tunneling Trygon





The House that Peterbilt

First Scout Bikers can take the locater beacon and for them to be able to turbo charge and get the cover save and infiltrate that makes them still awesome to help bring down the pods accurately.

Drop pods don't have deep strike mishaps, except for table edge, so they are ok without any beacons tbh. I do like the beacons on the pods though, as then I have a good shot at having a beacon for the more important later arrivals.

The point is you have 150 points in a unit that is gonna be all by its lonesome early game and adds very little to the list overall. Those points could get you some very usefull units or gear that takes advantage of Vulkans Chapter tactic.

The list isnt for winning it is for fluf.

What is paricularly fluffy about scout bikers? Salamanders are pretty well known for using very few bikes, jump packs and speeders. They have em and there's nothing wrong with using them, but fluffy it is not.

Who cares I have Vulcan the most broken Character in the marine book he will eat whole armies.

He is tough for sure, but having played this style of army long before there was Vulkan He'Stan, I doubt his armies will table opponents without being seriously tweaked.

So why do people think I should take out the assault launchers they are ridiculous, they are blight and frag grenades.

I didn't personally suggest removing them but I can see reasons to consider it. It costs almost as much as the old venerable upgrade and has far less overall utility. When charging into cover you aren't striking after the typical fist leader, but the typical fist has 2-3 attacks, so about 5-8% chance of destroying the iron clad before you strike. There's more to it overall but does illustrate the limits of how good it is. Useful and worth considering but not a no-brainer.

And if I take out the scout bikers what else should I put in instead.

See my comments a few posts up. You have some other options also -- like taking 10 terminators instead of 6 and splitting them (I think that can be done before DS but I haven't checked to be sure).

This message was edited 1 time. Last update was at 2008/09/12 19:48:02


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." 
   
Made in us
Longtime Dakkanaut





Orlando, Florida

Thudd Guns in Drop Pods may be fun in this list.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Nurgle Predator Driver with an Infestation




personally I don't think that he is broken at all. I think that space marines are finally getting characters that warent being in charge! None of the new characters are that krazy. I think that salamander, white scars, and crimson fist pedro are all very interesting.

 
   
Made in ca
Courageous Skink Brave




Toronto, Ontario Canada

Yeah I can drop half my army rounding up one the first turn. And with scout bikers with the grenade launchers that can rapid fire, and they scout and infiltrate meaning I can have my drops land with pure accuracy near the enemy. And if I take out the scouts I can put in 9 terminators.
   
Made in ca
Courageous Skink Brave




Toronto, Ontario Canada

Alright guys fixed the list what do you guys think? It is the best I can do to take everything into account.
   
 
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