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Made in mt
Fresh-Faced New User




Null deployment space marines army
what da ya think ?

depending on opponent , drop pod assault will deepstrike either an anti-mech list or an anti infantary list ( or both)
flyers are a pain in the rear, only tl MM to take care of...


Vulkan's elites (1850pts)

HQ (190pts)

Forgefather Vulkan He'Stan

Elites

Dreadnought
Twin-Linked Heavy Flamer
Dreadnought Close Combat Weapon
Heavy Flamer
Drop Pod

Dreadnought
Twin-Linked Heavy Flamer
Dreadnought Close Combat Weapon
Heavy Flamer
Drop Pod

Dreadnought
Twin-Linked Heavy Flamer
Dreadnought Close Combat Weapon
Heavy Flamer
Drop Pod

Troops

Tactical Squad
Meltagun, Multi-Melta, 9x Space Marine
Drop Pod
Space Marine Sergeant,Bolt Pistol, Combi-Melta

Tactical Squad
Meltagun, Multi-Melta, 9x Space Marine
Drop Pod
Space Marine Sergeant,Bolt Pistol, Combi-Melta

Tactical Squad
Meltagun, Multi-Melta, 9x Space Marine
Drop Pod
Space Marine Sergeant,Bolt Pistol, Combi-Melta

Tactical Squad
Meltagun, Multi-Melta, 9x Space Marine
Drop Pod
Space Marine Sergeant,Bolt Pistol, Combi-Melta

Tactical Squad
Flamer, Multi-Melta, 9x Space Marine
Drop Pod
Space Marine Sergeant,Bolt Pistol, Chainsword

Tactical Squad
4x Space Marine
Drop Pod
Space Marine Sergeant,Bolt Pistol, Boltgun
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

First, welcome to Dakka.

I did a double take on reading your list, as there was a very similar one just the other day.
http://www.dakkadakka.com/dakkaforum/posts/list/540445.page

If you run a Salamander list without Vulcan, I'd take the TLHF dreads. It still might be worth taking one, but not 3. For the same points, I'd take the versatility of the MM/DCCW(HF) dread. Or bump up to ironclads, points allowing.

Also, in a list called Vulcan's chosen/elites, I'd like to see a squad of sternguard instead of one of the dreads. Some c-meltas and HFs, all with the TLing make for some pain on the drop. Or take a MotF to move some dreads over to HS to free up elite slots.

While you do have some diversity in the tac squads, you could run at least one of them in a more anti horde configuration. HB/F, c-flamer. Not everything has to be flamer/melta, you can take some other heavy weapons from time to time.

If you are worried about flyers, take some of your own. They start off the table, so still give you the null deployment you want. 5 and a half tac squads is overkill at this level, you can drop a few, no problem, to make the points.

   
Made in us
Agile Revenant Titan






Austin, Texas.

 Nevelon wrote:
First, welcome to Dakka.

I did a double take on reading your list, as there was a very similar one just the other day.
http://www.dakkadakka.com/dakkaforum/posts/list/540445.page

If you run a Salamander list without Vulcan, I'd take the TLHF dreads. It still might be worth taking one, but not 3. For the same points, I'd take the versatility of the MM/DCCW(HF) dread. Or bump up to ironclads, points

Also, in a list called Vulcan's chosen/elites, I'd like to see a squad of sternguard instead of one of the dreads. Some c-meltas and HFs, all with the TLing make for some pain on the drop. Or take a MotF to move some dreads over to HS to free up elite slots.

While you do have some diversity in the tac squads, you could run at least one of them in a more anti horde configuration. HB/F, c-flamer. Not everything has to be flamer/melta, you can take some other heavy weapons from time to time.

If you are worried about flyers, take some of your own. They start off the table, so still give you the null deployment you want. 5 and a half tac squads is overkill at this level, you can drop a few, no problem, to make the points.


That was my list lol

first thing that comes to mind is that everything is starting in reserve. This is illigal.
Only half your units rounded up can start in reserve. Drop pods don't count because they have to start their, but the units inside do count.

My recommendation, put those tac squads in rhinos. Same points, but makes the list legal.

I would also recommend.to change one of your tac marine squads to an anti infinity squad... With heavy Bolter and flamer. Also, since only 2 guys can shoot or of rhinos, you should drop the upgrades on the sergeants for combis.

Then leave one dread with his base MM, to make up for the tac squad that's going anti infantry.

I'm really just telling you what the people on my thread said, just here.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in mt
Fresh-Faced New User




i prefer not having any fast support or heavies in my lists, especially vehicles...

also 9 is my magic number for drop pods so that on turn1, 5 units will come down..
if I take any sternguard ( which I've also considered ) removing a dread and a tac.squad and have a unit of 10, all with combi meltas which will break down into 2 combat squads..when disembarking to tackle 2 units if they have to..
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

ninjafiredragon wrote:

That was my list lol

first thing that comes to mind is that everything is starting in reserve. This is illigal.
Only half your units rounded up can start in reserve. Drop pods don't count because they have to start their, but the units inside do count.

My recommendation, put those tac squads in rhinos. Same points, but makes the list legal.

I would also recommend.to change one of your tac marine squads to an anti infinity squad... With heavy Bolter and flamer. Also, since only 2 guys can shoot or of rhinos, you should drop the upgrades on the sergeants for combis.

Then leave one dread with his base MM, to make up for the tac squad that's going anti infantry.

I'm really just telling you what the people on my thread said, just here.


Full drop is actually fine. Here's the quick and dirty method of figuring out what needs to start on the table:
Put all your squads in their transports, including characters.
Take everything that needs to start off the table (pods, flyers) off the table, including cargo.
Count the squads left.
Half of them need to be left on the table, the other half can go into reserves.

The related question that also comes up is the "no units on table=loose" which is done at the end of the game turn, not player turn. So you don't auto-loose just for going second.

Now, I will admit to not playing full drop armies, so can't quote page numbers without doing a bit of research. But that's my understanding.

   
Made in dk
Regular Dakkanaut




deleted m

This message was edited 1 time. Last update was at 2013/07/21 08:50:30


 
   
Made in us
Agile Revenant Titan






Austin, Texas.

Huh guess I can believe that first rule,

But I thought it says if theis ever no units on the bord then you lose...didn't think at end of turn.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in mt
Fresh-Faced New User




HQ (190pts)

Forgefather Vulkan He'Stan

Elites

Dreadnought
Twin-Linked Heavy Flamer
Heavy Flamer
Drop Pod

Dreadnought
Twin-Linked Heavy Flamer
Heavy Flamer
Drop Pod

Sternguard Veteran Squad
7x Combi-Melta, 2x melta guns, 9x Veteran
Drop pod
Space Marine Sergeant
Combi-Flamer, Combi-Melta

Troops

Tactical Squad
Melta gun , Multi-Melta, 9x Space Marine
Drop Pod
Space Marine Sergeant
Boltgun, Combi-Melta

Tactical Squad
Melta gun, Multi-Melta, 9x Space Marine
Drop Pod
Space Marine Sergeant
Bolt Pistol, Combi-Melta

Tactical Squad
Flamer, Multi-Melta, 9x Space Marine
Drop Pod
Space Marine Sergeant
Bolt Pistol, Chain-sword

Tactical Squad
4x Space Marine
Drop Pod
Space Marine Sergeant
Bolt Pistol, Chain-sword

Tactical Squad
4x Space Marine
Drop Pod
Space Marine Sergeant
Bolt Pistol, Chain-sword

Tactical Squad
4x Space Marine
Drop Pod
Space Marine Sergeant
Bolt Pistol, Chain-sword

some amandments to the list...
   
 
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