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Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

Locator Beacons stop the pod from scattering. pretty important if you want your dread to land near cover so he can take advantage of cover save before he can do anything!
   
Made in ca
Lone Wolf Sentinel Pilot





Edmonton, AB

Yikes@the lists posted as 'help' to you; I suspect they are some of your opponents hoping you will show up with something sloppy!

OP: Okay, first off you need to make a decision about your HQ. I want to make it super clear for you that you do not need Vulkan in a list to make a Salamanders list; the weapons he twin-links are incredibly solid on their own. The issue with a combat HQ choice is that you need to wrap him in a protective unit, and give him a transport. Meanwhile, something else could sit back and provide support without requiring half your army to support him. Additionally, 190 points is huge at this points level; I would have a hard time fitting him into a 1500 points list.

Here is an example of a list that I belive will work well, keeps the theme, and I'll go into detail about the chocies:

HQ
Master of the Forge w/ Conversion Beamer 120
>Salamanders are known for their skilled Techmarines, and the Beamer is just sick. Putting him on a bike makes him even better as it grants him relentless, but you have to shuffle the list around to find those points.

Troops
5x Sniper Scouts w/ Camo Cloaks, Telion, ML 150
>Great flexible unit that fills a Troop slot without costing a lot. Join the HQ with this if you like, but either way he gives them 2+ cover saves. Great for holding a home objective.

10x Tactical Squad w/ Flamer, MM, Rhino 205
10x Tactical Squad w/ Flamer, MM, Rhino 205
>Never give these guys Powerfists, one of the biggest point sinks in the game; a trap that often catches newer players.

Fast
Speeder w/ HF, MM 70
Speeder w/ HF, MM 70
>Just really good

Heavy
Preadator w/ Autocannons, HB Sponsons 85
Preadator w/ Autocannons, HB Sponsons 85
>Great, cheap units that add to your ability to take down larger groups. Practice and learn the skill of tank shocking to set units up for your flamers to hit.

Comes to 990 points. Throw a combi-Flamer or Melta onto a Tactical Sergeant.

What you get here is a nice amount of vehicles. They can do great and ridiculous things in game and thanks to how strong vehicles are this edition, you want to just load up on them. With this list you want to move up to the middle with all your vehicles and control it - this is the area of the board that Marines excel at controlling. Compare this list to some of the earlier ones you posted and you will see just how much stuff you can cram into 1000 points, and how much more flexibility you have with this amount of vehicles on the table.

Q: How many of a specific demographic group are required to carry out a simple task?
A: An arbitrary number. One to carry out the task in question, and the remainder to act in a manner stereotypical of the group.

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Made in us
Longtime Dakkanaut





Pasadena

There have been several comments on here so far that taking anything Vulkan doesn't master craft/twin link is useless. I have to disagree with that sentiment. While you should definitely take a majority of things that will benefit from Vulkan you shouldn't pigeon hole yourself into taking ONLY things that benefit from him. I have been playing Salamanders since day 1 of the new codex and I have had great success with things that don't benefit from Vulkan's Chapter tactics. For example I used a list with PC devs and 2 Thunderfire Cannons to wreck a Space Wolf army. I have a Venerable Dread that is armed with a PC and I have on occasion taken a PC in tactical squads to help against MEQ opponents. Having said that it is important to note that the majority of any list I run will have weapons that benefit from Vulkan's Chapter Tactics but adding a few units here and there that don't benefit but otherwise strengthen your ability to adapt to varying threats, particularly in a tournament environment, is not a bad idea. A good example of this is no one seems to have a problem with a Salamander Tac squad taking a ML for some extra fire power nor are there proponents of Thunderhammers on Assault Squad Sarge's or Tech Marines. Simply because something benefits from Vulkan doesn't make it good and the opposite holds true as well. Not benefiting from Vulkan doesn't make something unusable on the battlefields of the 41st Millennium.

This message was edited 1 time. Last update was at 2010/09/17 16:36:38


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