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1500 point Salamander force - fluffy for friendly games, needs tweaking though.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Bounding Assault Marine




Birmingham, UK

Ok, I'm trying t build a fluffy list (ok, this may not be the best forum for these kinda lists), but it still needs a little tweaking. This is the list as I have refined it to at the moment, but something still isn't *right* about it (many comments below). I would really appreciate any comments on what you think the problems with the list are, how to make the list fluffier, or where I'm actually wasting points that could be used on better/fluffier things.

The only thing is...I don't want to take Vulkan. Lysander is a possibility (because he's got a hammer, and Stubborn sort of fits the old rules of no 'All on your Own' checks Sallies used to have), but alltogether I prefer making my own ICs up.

HQ

Captain: 2x Thunder Hammers, Artificer Armour & Iron Halo.
175

Elites

Terminator Assault Squad - Veteran-Sergeant: Thunder Hammer & Storm Shield. 4 Terminators: Thunder Hammers & Storm Shields.
200

Dreadnought: Multi-Melta, Dreadnought CCW, Heavy Flamer, Searchlight & Smoke Launchers.
115

Dreadnought: Multi-Melta, Dreadnought CCW, Heavy Flamer, Searchlight & Smoke Launchers.
115

Troops

Tactical Squad 1 - Brother-Sergeant: Bolt Pistol, Power Weapon & Meltabombs. 9 Marines: Multi-Melta & Flamer.
Rhino: Storm Bolter, Searchlight & Smoke Launchers.
225

Tactical Squad 2 - Brother-Sergeant: Bolt Pistol, Power Weapon & Meltabombs. 9 Marines: Multi-Melta & Flamer.
Rhino: Storm Bolter, Searchlight & Smoke Launchers.
225

Tactical Squad 3 - Brother-Sergeant: Combi-Flamer & Power Weapon. 9 Marines: Lascannon & Meltagun.
Razorback: Twin-Linked Heavy Bolters, Pintle Storm Bolter, Searchlight & Smoke Launchers.
260

Fast Attack

Land Speeder: Heavy Bolter & Typhoon Missile Launcher.
90

Heavy Support

Predator: Autocannon, Heavy Bolter Sponsons, Pintle Storm Bolter, Searchlight & Smoke Launchers.
95

1500 exact

36 Infantry & 7 Vehicles.


Though I'm liking it, something still nags at me - it's fairly simple, what with the Troops taking up a lot of points between them.

Playing around with a few points, I could loose the Power Weapons and Meltabombs on the Tactical Squads in order to take Combi-Flamers - and then pimp my Commander up to a Lysander counts-as. Do you think it's a good idea for the Tacticals to loose their combat prowess? I've been thinking lately that the PW only ensures an extra 1-2 wounds on a rival squad of Marines, but the combi-flamer could do far more before a charge. I'd also get the benefit of a more powerful, up-front HQ (Lysander joining the Terminators).

If I can get my Tacitcals to bog the enemy down, then the Terminators can teleport in and do the damage in CC - Lysander can then split from the squad and run around smashing things on his own while the Terminators "escort" the Tacticals along.


Also, I'm not totally convinced that I need the 3rd Tactical squad - yes, having a Scoring unit to hold a home objective is pretty handy, but for the 250 (if I make the above changes) points that the unit costs, then I could get either a Land Raider for the Terminators, or a Devastator Squad (with Razorback still) and a Chaplain (to protect them). Ok, so I would be essentially "giving up" one objective in the game, but I would at least be contesting it, even if not holding it. Though this would then mean my Dreadnoughts are advancing unsupported, it does mean I'd gain some real ranged firepower.

Heck, instead of the Chaplain I could take a small counter-charge Assault Squad (maybe without jump packs) or minimal Vanguard unit (agian, without packs). Or some Scouts - none of these 3 opitons are really "fluffy", but I can see how having a 5-man Assault Squad with LClaws (or another hammer) to back up the Tacticals until the Terminators arrive could work.

I really want to run at least one Dreadnought, but I know they work better in pairs, which again is eating into my points allowance. Do you think taking a lone Dreadnought, but bumping it up to Venerable could work? Would free me points/Elites slots for other units.


Arrg, I dunno - the list just seems very "minimal" for a 1500 point force - and I'm wondering if I could pull off the risk of less Scoring units for more "exotic" units with better firepower/assault capability. Any help would be really appreciated.

This message was edited 1 time. Last update was at 2008/12/17 12:44:30


 
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

You should put Lascannons on your pred.

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Made in us
Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

I'm not liking the land speeder, I think that dropping that would be a great way of losing 90 points.

the pred with las cannons might be good... but that's a big point upgrade.

This message was edited 1 time. Last update was at 2008/12/17 14:12:48


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Made in gb
Bounding Assault Marine




Birmingham, UK

+double post, sorry+

This message was edited 1 time. Last update was at 2008/12/22 10:00:30


 
   
Made in gb
Bounding Assault Marine




Birmingham, UK

Sorry for the double-post, but I'd been working on a few ideas, and I was wondering what you think of this list:

Hmm...what do you think of this list then - it's still not big on ranged firepower, but it's a good number of bodies and some mobility too compared to the last:

HQ

Captain: 2x Thunder Hammers, Artificer Armour & Iron Halo.
175

Elites

Terminator Assault Squad - 5 Terminators: Thunder Hammers & Storm Shields.
200

Dreadnought: Multi-Melta, Dreadnought CCW & Heavy Flamer.
115

Troops

Tactical Squad 1 - Sergeant: Combi-Flamer. 9 Marines: Multi-Melta & Flamer. Rhino.
215

Tactical Squad 2 - Sergeant: Combi-Flamer. 9 Marines: Multi-Melta & Flamer. Rhino.
215

Scout Squad - Sergeant: Sniper Rifle. 4 Scouts: 3 Sniper Rifles & Heavy Bolter.
85

Tactical Squad 3 - Sergeant: Combi-Melta & Power Weapon. 4 Marines: Bolters. Razorback: Twin-linked Heavy Bolter.
145

Fast Attack

Attack Bike Squardron - 3 Attack Bikes: 3 Heavy Bolters.
120

Heavy Support

Predator: Autocannon, Heavy Bolter Sponsons & Pintle Storm Bolter.
95

Vindicator: Siege Shield.
125

1500

Basic idea:

Either Predator or Vindicator leads my "Rhino Rush" (I'm tempted to make the Pred lead it, then find a good 'cover-fire' location) of Tacticals. My Scouts hold my home objective. The Dreadnought wanders around picking off targets of opportunity and generally getting in the enemy's way (so he'll shoot it not the Rhinos).

The Attack Bikes, Vindicator (since Pred leading attack) and 4th Tactical are held as "reserves" - that's holing up near the home objective, not kept off the board - when I see how the enemy responds, these units will be sent on a counter-attack, hopefully catching the enemy between the two halves. Tactical doubles as a second Scoring Unit for the home objective.

Captain either sits with the Scouts as a deterrant, or buddy's up with the 3rd Tactical to go to meet the enemy.

Terminators either run behind the Rhinos, or Deepstrike where they'll be/are - I'm experimenting with what's the best way to deploy them w/o a Land Raider.

This message was edited 2 times. Last update was at 2008/12/22 10:01:07


 
   
Made in gb
Bounding Assault Marine




Birmingham, UK

I think I'll go with the above list - playtesting has it working fairly well.

I do have one question though that I've not been able to work out in the few games I've mananged to play:

Should I keep my force with 3x HB attack bikes, as an emergency counter-rush unit (3 HBs and a charge should break most light-medium infantry units) and my Dreadnought as anti-tank; or should I take 2x MM attack bikes to target enemy armour (since my Tac squads are very anti-infantry) and use the extra points (and some from ditching the PW in Tac 3, they don't really need it with the Captain in there) to upgrade the Dread to a Plasma Cannon/Autocannon (which do you think best, I'm thinking PC at the moment to cover my anti-heavy Infantry stuff?) and give the Scouts camo-cloaks (to make them harder to pick off at range).

It's only a small issue now at least, but what do you think I need more - the quic-response anti-horde or the mobile Melta anti-tank power (and other goodies too)?
   
Made in be
Perturbed Blood Angel Tactical Marine




Leuven, Belgium

i would go for the extra anti-tank power.
   
 
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