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Made in us
Fresh-Faced New User




Salamanders are yes.

HQ:

Vulkan He'Stan 190

Troops:

Tactical Squad 175
+5 Marines
One Flamer
One Plasma Cannon

Tactical Squad 175
+5 Marines
One Flamer
One Plasma Cannon

Scout Squad 195
+5 Scouts
Eight Sniper Rifles
One Heavy Bolter with Hellfire Shells
Sergeant Tellion

Elites:

Terminator Assault Squad 200
All Models have TH/SS

Ironclad Dreadnought 145
Replace Storm Bolter with Heavy Flamer
Ironclad Assault Launchers

Fast Attack:

3 Attack Bikes 150
Replace Heavy Bolters with Multi Meltas

Heavy Support:

Vindicator 125
Siege Shield

Dedicated Transport:

Razorback 75
Replace Twin Linked Heavy Bolter with Twin Linked Lascannon

Razorback 75
Replace Twin Linked Heavy Bolter with Twin Linked Lascannon

Land Raider Crusader 275
Multi-Melta
Extra Armour

Drop Pod 55
Replace Storm Bolter with Deathwind Missile Launcher



Vulkan will be riding in the crusader with the terminators. When they disembark, he'll be in the front due to his 3 wounds and heavy flamer. Their job is simply to assault, and they have the advantage to be able to against vehicles and buildings if necessary. Vulkan will probably be challenging when possible, especially against armies like orks. The crusader is anti-infantry, and it can use Power of the Machine Spirit to also fire its multi-melta at nearby vehicles.

The tactical marines function as anti-infantry and scoring units. They can take down TEQs easily with their plasma cannon, which also allows them to do something against units more than 24 inches away. The razorbacks function as shields for the mostly static tactical squads. They can block line of sight from every unit except the ones the tacs are shooting at, preventing damage to mah precious scorin' units. They can use their twin linked lascannons to take down buildings and vehicles, particularly ones that get too close to the tactical marines.

The idea behind the scout squad is that they sit in cover near an objective in the back somewhere and pin the enemy. They can also use their precision shots and Telion's Eye of Vengeance to pick off important characters in the back of units, like HQ's or special weapon users. And if they don't do that, Telion can use Voice of Experience to fire the heavy bolter for an almost guaranteed 3 wounds.

The Ironclad Dreadnought is mainly an anti-tank unit. It can deep strike behind a vehicle in the first turn, avoiding any deep strike mishaps, and use the twin linked meltagun to take them out. What's even scarier, however, is that it can assault them for 3 potential attacks at strength 10 with a +2 modifier on the damage table. When there aren't any vehicles left to take out, he can use his twin linked heavy flamer to roast some infantry. The drop pod is useful in its own right, being able to drop a strength 5 large template onto enemy troops, which is especially useful against horde armies.

The attack bikes' role is to take out any vehicles that move or try to move onto my side of the board. If there aren't any, they can take out deep striking units. If there aren't any of these, then they can assault the enemy, preventing them from advancing. They'll start the game at the edge of my deployment zone, but they won't go any farther than halfway across the board in most cases.

The vindicator is one of my personal favorites, as although it can destroy pretty much anything quite easily, its primary role is as a fire magnet. It may not even get to fire at all, but the point is that it messes with your opponent's psyche. It disturbs their soul. You can watch an entire army go out of their way to avoid getting near one of these.

So, if you have any suggestions, please don't hesitate to tell. All support is appreciated. Thanks in advance.
   
Made in us
Executing Exarch





The Twilight Zone

Why take twin linked lascannons when you can take lasplas for the same price? You already have decent AT with all the TL melta running around your list, and BS4 is fairly reliable as it is. A plasma gun will add some more Ap2 in your list and give the razorback weapon destroyed insurance.

Extra armor is near worthless, I might take it if it was 5 points. For 15 points, you get something that only applies to 1 in 6 results on a penetrating hit roll.

I personally dont like plasma cannons, but if you do keeping them is not a terrible idea. Just beware that with vulkan you cant combat squad so the rest of the marines are basically babysitting the heavy blast weapon.

Deathwind launchers are not great. You can't shoot it the turn it arrives, and you have a short ranged blast S5 blast if it survives. Stormbolter is just fine unless you constantly play orks and bugs.

Dont forget your heavy flamer on the Ironclad can damage rear armor of most tanks. Also, the assault launchers give you grenades, so an S3 small blast against infantry.

If you drop the deathwind, extra armor and one of the plasma guns for a free weapon(all three are good, multi melta to fit with the theme and benefit from twin linking) you could get another THSS terminator to hang out with Vulkan.

This message was edited 1 time. Last update was at 2012/12/12 03:31:37


The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Fresh-Faced New User




I'm thinking I'm going to drop both razorbacks to get camo cloaks and an aegis defense line with a quad gun for my scouts. Not only does this guarantee a 2+ cover save, but a quad gun with BS6 and Eye of Vengeance is terrifying in its own right.

By dropping the extra armour off the crusader, I could get a rhino for a tactical squad to function as one of the shields I lost by dropping the razorbacks. I could also use it to transport the squad to objectives.

This message was edited 1 time. Last update was at 2012/12/14 00:09:50


 
   
Made in au
Regular Dakkanaut





 Dr. Serling wrote:
Just beware that with vulkan you cant combat squad so the rest of the marines are basically babysitting the heavy blast weapon.


Taking Vulkan doesn't take away the ability to combat squad. Combat tactics is not the same as combat squadding. Aside from that I agree with all your points.

I'd also add, don't be afraid to push across the table with your attack bikes. I push pretty hard with mine because even outside of melta range, multimeltas are great for destroying vehicles due to the AP1 and pushing across the board gives more chances for side & rear shots. I've killed tons of vehicles at 24" with multimeltas, it's like people think they are invulnerable if I can't get to within 12". Those people are very wrong . On top of that, attack bikes are fantastic for linebreaker. I'm assuming you're running them as three seperate units, and it's easy for someone to overlook a single attack bike and just how far it can move in a turn, particularly if all their vehicles are dead (or they didn't have any... welcome to 6th Ed lol) and they've decided they don't really care about taking multimelta potshots from your bike.

This message was edited 1 time. Last update was at 2012/12/14 01:57:05


 
   
Made in us
Locked in the Tower of Amareo




Cryogen is absolutely right. If you are not AV 13 or AV 14, multimeltas are very dangerous. Way more dangerous than krak missiles.

If its my BA, the attack bikes become a pain to eliminate, too, because they get two 5++ saves against non STR 10. I had some Dark Eldar guy find this out the hard way.
   
Made in ca
Adolescent Youth with Potential




I'll share my tournament list with you that is currently undefeated.

Vulkan
Librarian terminator armour

Stern guard 5xCM 2xM drop pod
Dread Mm Hf pod
Dread Mm Hf pod

3xtacticals cm mm flamer rhino

3xland speeders mm hf

I drop 2 dreads to wall out an objective and pop turn one heavies. I then bring up rhinos to take objectives. Leave a troop back if needed. Drop stern when I can to thin out everything if needed ill combat squad out of pod and pick 2 heavies. Hold positions and use speeders to distract and pop heavies. Super fun and destructive list.

I use Libby to null zone annoying invun saves I usually encounter. Having a epistolary is good to deny the witch and psychic hood.


Automatically Appended Next Post:
Once a stern guard drops in it will very quickly make up its points. I usually drop vulkan with them and its never a problem easy kills. Be super aggressive with your stern guard they are not gonna miss.

This message was edited 1 time. Last update was at 2012/12/14 05:42:31


 
   
Made in us
Fresh-Faced New User




 Cryogen wrote:
 Dr. Serling wrote:
Just beware that with vulkan you cant combat squad so the rest of the marines are basically babysitting the heavy blast weapon.


Taking Vulkan doesn't take away the ability to combat squad. Combat tactics is not the same as combat squadding. Aside from that I agree with all your points.

I'd also add, don't be afraid to push across the table with your attack bikes. I push pretty hard with mine because even outside of melta range, multimeltas are great for destroying vehicles due to the AP1 and pushing across the board gives more chances for side & rear shots. I've killed tons of vehicles at 24" with multimeltas, it's like people think they are invulnerable if I can't get to within 12". Those people are very wrong . On top of that, attack bikes are fantastic for linebreaker. I'm assuming you're running them as three seperate units, and it's easy for someone to overlook a single attack bike and just how far it can move in a turn, particularly if all their vehicles are dead (or they didn't have any... welcome to 6th Ed lol) and they've decided they don't really care about taking multimelta potshots from your bike.



Thanks for the idea, but I'm worried that if they get too close to the enemy then they could easily be taken down by small arms fire. If anyone has any advice for this predicament, please tell. I would use the crusader for linebreaker if I had to, but my opponent usually gets that one because I like to go second so that I can position my units depending on where they position theirs. Also, I'm running them as one unit. I think they would function better as individual units, but it would also be easy kill points for the other player.
   
 
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