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Made in us
Homicidal Veteran Blood Angel Assault Marine





Vulkan He'Stan (190)
190

7x Terminator Assault Squad (280): 5x Thunder Hammer and Storm Shield (0) 2x Lightning Claws (0)
280

7x Terminator Assault Squad (280): 5x Thunder Hammer and Storm Shield (0) 2x Lightning Claws (0)
280

10x Tactical Squad (170): Multi Melta (0) Melta Gun (5) Combi-Melta (10) Power Fist (25)
Drop Pod (35) Locator Beacon (10)
265

10x Tactical Squad (170): Multi Melta (0) Melta Gun (5) Combi-Melta (10) Power Fist (25)
Drop Pod (35) Locator Beacon (10)
265

10x Tactical Squad (170): Multi Melta (0) Melta Gun (5) Combi-Melta (10) Power Fist (25)
Drop Pod (35) Locator Beacon (10)
265

10x Scout Squad (130): 9x Sniper Rifle (0) Missile Launcher (10) Camo Cloaks (30)
170

5x Scout Bike Squad (110): Locator Beacon (25)
135

Total Points: 1850
Total Models: 63
Kill Points: 11

Drop pods and teleporting termies are the main units here. I wanted to mess around with the Scout Bikes because I like the idea of having the locator beacon on the table for the turn 1 drop pods. This ensures everything goes exactly where I want it to. If I don't go first, there is a good chance of the bikes getting killed, which is making me want to drop them. Scouts will likely split with combat squads rule and camp on objectives while the terminators and tactical squads get aggressive. I have locator beacons on all three pods to maximize the chances of having my units of termies hit without scatter. I'm probably a bit paranoid of them scattering into opposing units or w/e and as a result, I've taken a few too many beacons. I could drop a unit of termies and the scout bikes to pick up a couple of dreadnoughts with MM, Heavy Flamer and Drop Pods as well, but I really like having 14 thunder hammers with 3+ invulnerable saves. Would the dreads be a better choice?

Thoughts/advice/constructive criticism is more than welcome

This message was edited 1 time. Last update was at 2008/12/25 00:07:50


 
   
Made in us
Focused Dark Angels Land Raider Pilot





585NY

your terminators would be much better off in a redeemer...
and your combi-meltas in units that already have melta guns AND multimeltas seems like alot of wasted points

if i was you, i would change the bikes and scouts into a full bike squad:
8 bikes, powerweapon or powerfist, meltagun and a flamer, and an attack bike with a multimelta

then make points to add a dreadnaught w a multimelta and heavy flamer cc arm...

this will help you max out vulkans benefits

 
   
Made in us
Smokin' Skorcha Driver






Utah

This list is ... insane! Solid core of dropping tacticals supported by the unkillable wall of death x2.

Tac squads play can opener on the first turn and the termies mop up. High mobility armies will give you a little toruble as they will just avoid the terms. Same with Lash chaos.

One thing you could do to compensate would be to drop the bikes and 3 terms (2 and 1 from the squads) and get a land raider(crusader or redeemer). Then vulakn could ride with the 5 man squad and bring the pain on the first turn instead of waiting till turn 2 or 3. This would also let you go hunting faster armies as you 12" move, + deploy+ assault gives you about a 20" threat radius. And anythign that gets away from the land raider and company can be threatened with the pod and term squad when they arrive via deepstrike.

Meph

   
Made in fi
Hooded Inquisitorial Interrogator






This list seems so hmm, perfect... Everything seems so hard-hitting. Only flaw that I see is your lack of anti-horde, which of course doesn't mean so much because you tactical squads get to rapid fire range immediately. I would still change combi-meltas to combi-flamers. Twin-linked flamer goodness...

And perhaps one pair of lightning claws in both terminator squads. It gives you some flexibility. You may battle an army similar to yours so LCs could be better. And if they are not, you can just dump ap3 or worse shots to the terminator. It is also fluffy to have all thunder hammers.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I'd replace one Scout squad by a drop podded Dread. The rest looks quite good.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





I'm 50/50 on if combi flamers would be preferrable to combi meltas. the meltas are so much better at killing Nob bikes than the flamers. I can see the issues with getting swamped by large units of orks/guants though. Another thing I've been considering is swapping the weapons loadout on one of the tac squads to a HB, Flamer and combi-flamer then just leaving the other 2 as is. It just seems like even against horde armies these days, as many meltas as possible are ideal (they do wounds to big bugs very easily, as well as pull down battlewagons/Leman Russes).

Dual lash is a complete PITA to deal with. I'd been strongly considering swapping the scout bikes for a Librarian in order to help combat this. I really don't see any other way around fending off two lashes per turn. I think I can handle 1 lash per turn decently, but 2 of them will just be too much. I'm not terrified of the Oblits, I'm packing enough Meltas to make fairly short work of them. the Plaguemarines are annoying but if I can hit them with a termie unit I'll be fine. the problem is the dual lashes will make it almost impossible for me to actually get he combats I want to happen and I see no way out of it except a Psychic Hood. I like the scout bikes though, you don't see them every day and they can be really useful for odd tasks like zooming in to contest objectives, tying up squishy units with big guns, and calling drop pods down without scatter. Thoughts on this dilemma?

Something else I've also been considering is dropping the scout snipers for a unit of Grey Knights (teleport attack team to have the option of teleporting) with Psycannons to help beat Kairos/Demons. I'm very worried aobut the 24 Bloodcrusher silliness running about and I don't think I can beat them when they get rerollable saves. If they get their preferred detachment (Kairos and 24 crushers) then the GKs can gun Kairos down on turn 1-2 and make the game much easier. They can also be useful against Eldar/Eldrad. I could also replace a termie squad with a unit of GK termies w/psycannons but I really like having two of the assault terminator units. I could also place a Psychic Hood on the justicar or Brother Captain if I did the Grey Knights, which would save me from having to spend ALL the points on the Librarian in addition to the GKs (or I could just do 1 of them, or neither, I'm very unsure on this).

I like the LCs in the terminator units, I had been considering it but posted the list without them. I would run 2 models with LCs in each unit, I think thats the best way to go (5x TH/SS and 2x LCs).

I've also been toying with Dreadnoughts in pods, but they seem so boring at this point. Originally, the list had a Master of the Forge and 4 Dreads in it (at the expense of 8 of the terminators and the scouts/bikes) but I really didn't like offering up THAT many kill points. Then the lsit moved to 2 Dreads, but I still wasn't quite satisfied. I can see myself playing 1 podding dread, but I tihnk the Librarian and GKs help me more with the stronger armies out there, so I'd rather add them first.

Thoughts/advice/constructive criticism is more than welcome
   
 
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