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Made in ca
Sneaky Kommando



Alberta, Canada

Hey guys

I know there's a couple of other Salamanders threads but didn't want to hijack and have my own take on a list so far.

HQ
Vulkan He'stan

Elites

Dreadnought MM and CCW
Drop Pod
Deathwind Missiles

Dreadnought
Lascannon and CCW

Terminator Assault Squad
3 TH, 2 LC

Troops

Tactical Squad (10)
Multi-Melta
Flamer
Power Fist
Rhino
Storm Bolter

Tactical Squad (10)
Multimelta
Flamer
Power Fist
Rhino
Storm Bolter

Heavy Support

Land Raider Redeemer
Multi-Melta


To keep it fluffy for Salamanders, I've been trying to:

- go heavy on flamers, melta weapons and the thunder hammers.
- avoid bikes and land-speeders.

However, I have 85 points left and perhaps a couple of concerns:

I was gonna advance up the table with the LR in the middle containing the Termis with Vulkan. On either flank a Rhino with Tac squad moves up. I drop-pod the dread to threaten/harass any armor and also have the long range dread with lascannon to help with anti armor (I still feel like I'm light on anit armor somehow).

How would you spend those 85 points I have left? I thought about speeders with MMs and also Attack Bikes with MM, but felt maybe that would be bending my "keep it fluffy" rule too much....

   
Made in gb
Adolescent Youth with Potential



Iraq

Drop the Lascannon on the Dreadnought. Lascannons may have been a loyal lover in 4th edition but in 5th and you fielding Vulkan you get a Twinlinked MM who within 12inches has a 2/3 chance hes going to penetrate a Land Raider and a 50% chance of destroying it. for 30 or whatever points cheaper MM is amazing. Keep the Bolters off the rhinos to slim some points.


Land Raider 250 + Termies 200 + Vulkan 190= 640points in one basket. Might want to play test putting Vulkan with some assault marines. you can get a free rhino and a Thunder Hammer/Storm Shield 9 marines and Melta bombs give you 222 points. But you list looks pretty tight for it.

Just think about moving Vulkan out of the LRR. They are bullet magnets anyway why help it out
   
Made in gb
Towering Hierophant Bio-Titan



UK

I agree with Nap about the MM on the dred compared to the lascannon.. but why not also include a heavy flamer too! By removing the TL-lascannon youve got points enough to equip both dreds with h.flamers!

I disagree about moving vulkan over to an assault sqaud. He wants to get into combat & fight stuff. He is very good at it. He will do this via a landraider better than anything else.. if he goes in an AV11/10/10 rhino then it becomes a bullet magnet, even more so because I can easily pop it & cause vulkan to walk. Brillaint.

A landraider is the way to go. Just so you know, a redeemer doesnt get to have TL-flamestorm cannons as thier not specifically a flamer/h.flamer weapon - its got a seperate profile. They are good enough though, at str6 ap3.

If your having problems with MEQ's, stick with the redeemer. If its horde that troubles you, grab a crusader. If long-ranged anti-tank is a chore for you, get a landraider.. although you then loose the bonous of getting frag grenades for your lightning-claw equipped termies. Edit: Always keep the MM on any LR type you decide to get & also buy the extra-armor upgrade. Make a silly hard tank even tougher, making it more resistant to assaults (i.e it can always move so hitting it is hard!)

Brings me to another points - thoses termies are good equiped as they are although I would suggest getting another TH/SS termie, in addition to the current 5man team. Drop the deathwind missile, along with the TL-lascannon, the storm bolters and perhaps one powerfist to make the points. Even though you loose the Master crafter TH, you gain I4 help to aid vulkan to thin out the ranks. You also get more attacks and as most things die to str4 power weapons easily enough, this is a good thing.

Edit mk.2 : Oh.. yes a LR + termie & HQ combo are alot of eggs in one basket, but once the termies get out to assault, Both units can act effectively independantly. Now you have two baskets

This message was edited 2 times. Last update was at 2009/03/24 11:40:27


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in gb
Adolescent Youth with Potential



Iraq

I dont want to drown people in theory and mathhammer. With smoke launchers you can very nicely creep up the field. Run the rhinos protecting the LR in the middle. First one drives up turns sideways pops smoke and all the other vehicle fall in its shadow. Giving all behind it a +4 cover save. Shooting at them with Lascannons you get like a 7% chance they are going to destroy my Rhinos. I feel very confident putting Vulkan in a similar vehicle just deploy smart drop him against a edge. 13inches away from them though from out flankers. Hes not going to take fire from off the table.

this is my 1750 list i put on heresy-online might give some ideas http://www.heresy-online.net/forums/showthread.php?t=31856

40kradio.com's freeboota webzine. It comes with better defences for the "Rhino Rush" it will also have more tactica on SM transports

This message was edited 1 time. Last update was at 2009/03/24 15:33:05


 
   
Made in ca
Sneaky Kommando



Alberta, Canada

Good point about the redeemer flamestorm cannons but I'll still take one since (a) I hear they are really good and (b) it feels fluffy. It definitely has the MM upgrade too.

"Brings me to another points - thoses termies are good equiped as they are although I would suggest getting another TH/SS termie, in addition to the current 5man team. Drop the deathwind missile, along with the TL-lascannon, the storm bolters and perhaps one powerfist to make the points. Even though you loose the Master crafter TH, you gain I4 help to aid vulkan to thin out the ranks. You also get more attacks and as most things die to str4 power weapons easily enough, this is a good thing. "

I got a bit confused here:

- I think if I want to put Vulkan in the LRR with the squad, it has to stay 5-man sized to fit? Or do you mean to take a whole other squad of them?
- I don't mind taking both dreads with MM's but isn't it hard to get them close enough to shoot at something with the reduced range? That's why the one I originally had is in the drop pod for example.
- One reason I didnt have a heavy flamer on the 1st dread is it's the AOBR model and was pre-modelled with the bolter
- Crazy idea: what about the original list but use those final 85 points on a whirlwind?

   
Made in us
Defending Guardian Defender




Orlando

Orangecoke wrote:Good point about the redeemer flamestorm cannons but I'll still take one since (a) I hear they are really good and (b) it feels fluffy. It definitely has the MM upgrade too.

I got a bit confused here:

- I think if I want to put Vulkan in the LRR with the squad, it has to stay 5-man sized to fit? Or do you mean to take a whole other squad of them?
- I don't mind taking both dreads with MM's but isn't it hard to get them close enough to shoot at something with the reduced range? That's why the one I originally had is in the drop pod for example.
- One reason I didnt have a heavy flamer on the 1st dread is it's the AOBR model and was pre-modelled with the bolter
- Crazy idea: what about the original list but use those final 85 points on a whirlwind?


Flamestorm may not get a reroll, but with the machine spirit when you drop your termies and vulkan after moving 12 in. you have a second flame template to drop that is a MEQ killer AP3 S6 wounding on 2s typically. So don't worry about the lack of rerolls. Also your LRR is tough to crack at AV14 even at crew stunned/shaken it can fire a weapon. Yes the transport capacity or a LRR is 12 so either 6 terminators or 5 Termies and 2 ICs. The MM are completely worth it if you plan on not Drop podding the other dread he can protect you from armor coming after home objectives. But dropping two dreads on someone's fire line first turn works pretty well. you definitely need a heavy flamer though because can't assualt when you drop in and if you aren't taking out armor you can make a squad taking a moral check for 25% casualties. Otherwise its pretty nice protect those tactical squads since they are your only scoring units.

Salamanders 4th Company 4000 points
Ulthwe 2500 points
Bretonnians- Knights of Aquitaine 3000 points 
   
Made in gb
Adolescent Youth with Potential



Iraq

The redeemer is hard not to take. Im not sure what hes trying to get across I know hes try to lean up some points. Might have been a typo meaning another LC. Is the transport capacity of a LRR 12 or 14?

-Adding another termi squad is not going to fit into your list.
-Dread can move their full 6 and still fire or you can try running behind the rhinos the first turn so you got within 12 on next turn.
-If its a friendly game im sure they could care less what it really was. Im assuming you have yet to model Vulkan? prefect time to get HFlamer Bitz
-Im not a real big fan of Whirlwinds but its everyones preference. If you can free up 5 more points you can upgrade the Dreads to Ironclads with 2 HFlamers... Just something to think about.
   
Made in gb
Adolescent Youth with Potential



Iraq

LRR can also be used as a ram. Run them right into that 30models squad of boys. its a Win-Win. A)they fall away. its going to bunch them up for the templates. or B) DEATH OR GLORY! I want to see it happen. Fine let your Nob get his single S8 powerklaw attack. He needs a 6 to glance hes not going to destroy it. Worst case your immobilised. So I still get Maximum number of boyz under the template. and best case he gets rolled over and still bunch up the boyz.

If someone does this please let me know how it turns out I really want to hear about it
   
Made in gb
Towering Hierophant Bio-Titan



UK

Oooh.. I though that both the LRC & the LRR had a transport capacity of 16 models. I am wrong, only the LRC can carry 16 models - soo keep your termie + LRR setup exactly as youve listed but + extra armor. Not being able to move 12" & shoot one weapon every turn for sure (unless you get immobilised or worse) would suck for the amount of points. But my baaaad

Ahh.. try some modelling, theres always a fire time for anything, to customise that storm-bolter to a heavy flamer!

One dred-in-a-pod, is never a bad idea.. especially with a short-ranged dred with a h.flamer & MM loadout. Even more so when fielded with Vulkan. Str 5 ap 4 flamer.. Oh look, nob squad (juuuust for example and assuming thier actually on the table first turn which I gather thier generally not), I get to wound on 3's with a re-roll, I ignore cover and your armor so you only get a 5++ and a FNP roll..Include the TL-MM that should = points worth of nobz dead..if not then, then on the charge at I4 DCCW's.

For the fact its twin-linked for free, even at a mere 24", a simple second vanillia MM dred (with no secoond pod) is just fine.

I think while a whirlwind would be a fine addition.. a 5man scout squad with camo cloaks or/and a H.bolter (you really dont need that RL in this list, they can focous on snipable targets) would help you out much more, as your troops would welcome a bit of fleshing out & 5 camo-cloaked snipers is a cheap but survivable way to do that, while doing somthing useful themselves.


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in ca
Sneaky Kommando



Alberta, Canada

Cool! Good point about the scout squad, I'll look into them. Mostly was avoiding painting the camo cloaks lol!

   
Made in us
Adolescent Youth with Potential



Iraq

Theres still better things out there to spend 85 points on besides scouts. It tears at fluff and your whole theme. Salamander Snipers... common. Your looking for the theme of fast and very aggressive. The only thing thats going to be scared of them snipers is them carnifexes and hive tyrants out of cover.

Drop some points on some combi- weapons. Melta or Flamer either are good choices. Or if you wanted to upgrade to ironclad dreads its 60 points for 2 and another 30 points for both with Dual-Twin-Linked Heavy Flamers. (can make the 5 points needed for this by removing a storm bolter from a rhino. or both rhinos and get the upgrade and maybe a combi-weapon)
   
Made in us
Enginseer with a Wrench





Salt Lake City, UT

Land-speeder with a Multi-melta. Get rid of the lascannon on your second dread, along with the extra storm bolters on the rhinos, and you could probably field two of them (I don't have my codex handy). Otherwise, field one and use the extra points for Extra Armor on your transports.

If you do go with Napkinbaron's suggestion of an Ironclad, I'd suggest keeping the melta. You'll get more use out of it than an additional flamer.

Hestan + Assault Terminators + LRR = pain for your opponent. I refuse to take the combo out of my army, though I don't use lightning claws. Remember that the LRR is not a heavy support in your list. It doesn't make a lot of difference now, but you might eventually want to fill your heavies later (thunderfire cannons are your friends).
   
 
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