Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2012/07/17 13:43:58
Subject: Salamander Anti-Tank
|
 |
Cog in the Machine
|
I play Salamanders, specialists in close-range firefights. I'm planning on buying some new models and I need some more anti-tank units. I am considering devastators, a razorback (I'm probably getting one anyway, either for anti-tank or anti-infantry), or a dreadnaught. Here are my ideas:
Devastators: either a spearhead force with multi-meltas and a heavy bolter or two OR a longer-range unit with a lascannon, multi-melta, missile launcher (?), and heavy bolter
Razorback: I like Razorbacks, and I'm just about to buy one. I'm either going to use the TL Lascannons/ Lascannon and TL Plasma Cannons and mount either devastators or a tac squad OR Heavy Flamers with a Command Squad and Chaplain Xavier
Dreadnaught: either multi-melta and heavy flamer OR Lascannon and storm bolter
Which one should I get and how should I build it?
|
"Into the fires of battle, unto the anvil of war!"
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/17 14:16:29
Subject: Re:Salamander Anti-Tank
|
 |
Slippery Ultramarine Scout Biker
|
If you go with devestator's I would recommend ML. They are much cheaper than LC atm. You can save point by putting LC in your tac squads if you really need them. The MM idea might work as well but remember when you first set up them will only be using snap shots and any crafty opponant is going to avoid them next turn either by pulling out of melta range or concentrating fire on your squad. I do like razorbacks though, I've got several of my own. LC/TL PG seems to be the most popular build for them.
|
2nd Company 4250 6th Record W-L (7-4)
69th Shadow Brigade 2150
Hive Fleet Soph*a*Loaf 1000
Black Legion 750
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/17 14:31:30
Subject: Salamander Anti-Tank
|
 |
Cog in the Machine
|
I want to make a mobile army, as I really don't want to wait a turn to fire a lascannon when I could be going toward an objective, going into cover, or getting a better shot. I like devastators, so I might try having a long range squad with LCs and Missile launchers. Thx for your help.
Also, If you help me I'll add to your forum if you post a link to it
|
"Into the fires of battle, unto the anvil of war!"
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/17 15:06:50
Subject: Salamander Anti-Tank
|
 |
The Marine Standing Behind Marneus Calgar
|
If you are using Vulcan, the twinlinking of your melta will help when you snap shot it.
I think multimeltas work very well in tac squads. Put them in a rhino and charge up the field. The dev box is a good investment for weapon options, and the only source of MMs. If the overall meta moves towards more infantry, the HBs and PCs will be nice to have.
I'm not sure how well razorbacks are going to fare in 6th. The low armor value can be glanced to death fairly easily.
I love dreads, but a MM/HF dread needs a drop pod. And if you are looking for a close up wrecking ball, consider the ironclad.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/17 15:19:50
Subject: Salamander Anti-Tank
|
 |
Cog in the Machine
|
I'm not too familiar with the rules since i haven't played many games in 5th edition and none in 6th. What is a snap shot?
|
"Into the fires of battle, unto the anvil of war!"
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/17 15:37:16
Subject: Salamander Anti-Tank
|
 |
The Marine Standing Behind Marneus Calgar
|
New 6th ed rule.
You get a shot at BS 1 in a few special cases. You can move and fire heavy weapons, stand and shoot against charges, or shoot at zooming flyers as snap shots. So while most people are just rolling a die and hoping for a 6, twin linking gives you an extra chance to get it.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/17 16:02:25
Subject: Salamander Anti-Tank
|
 |
Krazed Killa Kan
|
I have a limited Sallie army. I'm gonna say 'no' on the devestator LC squad. As my other army is Orks, so a BS of 1 is not too bad especially with twin-linked. This is basically identical to ork skill. I would go all MM. Regarding a ironclad or drop dred, I don't have an opinion as I've never used either. I have two AoBR dreds w/ MM and HF. Why do anything else with Vulkan? I mean just take a captain for cheap if you aren't going to use Vulkan. I just bought my second razorback. I will run as TLLC or a Rhino.
*Don't take this as gospel but AFAIK...
A snapshot is a shot you fire resolved at BS of 1. It will be used in several circumstances but not limited to:
- Shooting at a flier if you don't have the "Skyfire" USR
- If you are moving with a "heavy" class weapon
- If you are being assaulted you get to squeze off a shot prior to being in melee (templates get D3 hits).
Automatically Appended Next Post: Oh and I just bought a Stormtalon for them too. I think you just have to have some anti-air now. Plus it's a cool model! Too bad there is no melta/flamer option
|
This message was edited 2 times. Last update was at 2012/07/17 16:06:52
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/17 16:19:04
Subject: Salamander Anti-Tank
|
 |
Cog in the Machine
|
Ok thanks. I still want special weapons because I want accuracy on the move.
Automatically Appended Next Post: Thanks for the help doktor_g. I'm just wondering that if I don't have any long range units besides scout snipers, can I still win against an assault-based army like Khorne Berserkers, Orks, or Tyranids? That extra turn of shooting before my lines get assaulted could make or break the game if I can't get a decent shot off with a multi-melta snap shot or the rest of my shooting is poor.
|
This message was edited 1 time. Last update was at 2012/07/17 16:24:31
"Into the fires of battle, unto the anvil of war!"
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/17 16:41:01
Subject: Salamander Anti-Tank
|
 |
Krazed Killa Kan
|
Anti infantry would come in the form of assault cannons from LR or ST and TLLC from laserbacks. At least that's what I deploy, but I don't get to play much and I lose often! lol. So take my advice with a grain of salt...
If all you have is scout snipers and devestators to support tac squads then you points will be low.
Salamanders win or lose in close range shooting. In the turn before (and now during) the charge will decide the game. It'll either go your way or won't. So the Sallies play to the middle game rather than the end game. You have to do major damage on T2 and 3 then move on to the objectives or you're screwed. It'll boil down to deployment and getting to midfield by T2.
Maybe I should buy some drop pods...hmmm.... dang it I hate this site! I have too many models to assemble as it is...
DrG
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/17 17:53:00
Subject: Salamander Anti-Tank
|
 |
Road-Raging Blood Angel Biker
|
As a former Salamanders tournament player, I'd have to say 'none of the above'.
Devastators are overpriced and not mobile. Razorbacks are already on the way out with several hampering changes in the new edition, and can't be benefit from Vulkan. Dreadnaughts may work, but I've always felt they're slow platforms for close range firefights.
Vulkan's advantage is delivering overwhelming firepower within 24" (and most of the time, you want to be within 12"). Units that suit this well are tac squads in rhinos, land speeders and attack bikes. Vindicators and storm talons compliment this well. In 6E, tac squads can move 12 in a rhino and fire the TL MM and a meltagun, albeit at a snapshot for the MM. Drop pods would also work, but then you trade a better set-up for late game mobility.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/17 18:27:08
Subject: Salamander Anti-Tank
|
 |
Cog in the Machine
|
I do like the idea of a close range dread spearheading an assault...
|
"Into the fires of battle, unto the anvil of war!"
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/17 18:42:57
Subject: Salamander Anti-Tank
|
 |
Road-Raging Blood Angel Biker
|
Salamanders, as a whole, are not an assault army. Vulkan makes for a small upgrade to TH termies, but the rest of your list is generally not particularly good at assault, especially if you make a heavy investment in melta and flamers.
However, if that's the route you want to go, I'd suggest a drop pod.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/18 09:17:12
Subject: Re:Salamander Anti-Tank
|
 |
Regular Dakkanaut
|
My buddy play a Salamander army.
1750p
Vulkan
2 pod Dreads with MM
1 pod Tactical (with Vulcan)
2 tactical in rhinos
10 TH/SS Termies
3 Land speeders MM
The idea is to do an drop pod assault with the two dreads and pop the two most dangerus tanks. In my case it was two Battle Wagons smoked in turn one. If you place the pod as close as possible to the target (Battle Wagon) even if you scatter a full 12" you will be in short range with the MM and with twin linked its a sad Battle Wagon (open toped hurts alot here)
The TH/SS termies (in combad squads) deep strikes onto the two pods (they have beacons) and start beating up things in melee. While the tacticals and land speeders mop up the rest.
Rather simpel and very deadly.
|
|
 |
 |
|