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Made in us
Fresh-Faced New User




In another thread in this section, my buddy zerverus (i'm in his gaming group) posted about his dark angels list. Anyway here's a rundown of my salamanders army list. Let me know what you guys think or what needs changing perhaps.

The main purpose of this list is to get in the enemy's face (by means of drop pod, deep strike or fast transport) and melt faces of with Heavy Flamers and Multi Meltas, and some Thunder Hammers as well.

HQ

Vulcan He'staan, clear and obvious choice.

Master of the Forge with conversion beamer, 72' destruction!

Troops

10 tactical marines
1 flamer
1 Missile Launcher
Frankly i'm just thinking of removing this unit and replacing it with a cheap unit of scouts, infiltrate to get objectives etc. Because the only purpose they're serving is fluff for the sake of force organization reqs. And i realize thats all the scout squad is going to be too, but cheap fluff or expensive fluff?

5 scouts
4 sniper rifles
1 missile launcher
Camo Cloaks

Elites

Sternguard Veteran squad (5 man which will be accompanied by Vulcan)
2 melta guns or HF
3 combi flamers
Melta bombs?
This squad will take a razor back transport as detailed below

Razor back
Lascannon/Plasma Gun
Storm bolter

Sternguard Veteran squad (identical to above)
Will also take razorback transport

Razorback
Heavy Flamer
storm bolter

Dreadnought
replace storm bolter with flamer (keeping multi melta)
This unit will deep strike by means of Drop pod

Drop pod
Teleport homer/locator beacon

I would also take terminators but that would exceed my allowed choice for elites in the force organization chart. If i were to make changes the terminator squad would look as follows

Terminator Assault squad (5 man)
4x TH/SS
1x LC (Terminator sergeant)

Fast Attack

Land Speeder Squadron (3 speeders)
LS 1: HF x2
LS 2: HF x2
LS 3: MM x2
This unit will utilize deep strike as a method of entering the battlefield and stops them from being cannon fodder.



Heavy Support

Predator
Lascannon Sponsoons
Storm Bolter
Extra Armor
Dozer Blade
This Unit will primarily act as a body guard for the razorbacks which are carrying precious cargo and i suppose act as an escort of sorts.


In this List i am also adding a list of allies that I can pool from should i require it

Tau allies

Commander
Plasma Rifle x2
advanced targeting system
Vectored Retro-Thrusters

Fire Warrior squad (12 man)
Shas'ui
Bonding Knife Ritual upgrade

Stealth team
Shas'vre
homing beacon
Marker light (Shas'vre)
advanced targeting system (Shas'vre)

Hammerhead
Disruption Pod
automated repair system
Blacksun filter
Smart Missile System
   
Made in us
Agile Revenant Titan






Austin, Texas.

Hmm I don't think the stern gaurd alone and the stern gaurd with Vulcan would do much. They can't shoot out of razor back,and it will just get blown up when it comes forward. I would recommend d pods for them.

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






MASS

I understand your concern with trying to be fluffy vs actually gaming. I would suggest going the fluff route. I play a very Armageddon fluff army.

My first question is how many points are you trying to field?

First and foremost I would drop your MotF, his points could help you field more tactical marines or scouts in your army list.

With that being said, I do not run scouts at all. They do not benefit from any of the perks of Vulcan (that could change in the new book), and are as you said just there to score.
With the tac squad, take the muilti melta. I understand the missile launcher has longer range, but your melta brings more for you army....rerollable snap fire? I'd take it.

Add another Tac squad.

Instead of having two separate Sternguard squads, get a full unit of them, shove them in a drop pod, and combat squad them. Then you essentially have two sterngaurd units hitting the table at the same time. Make one anti-tank and one anti-infantry. Nothing like seeing the look on your opponents face when you land and release flaming death, or when they charge and you snapfire with D3x5 rer-ollable flamer hits.

Which leaves you open to take another Elite Choice.

Take a 5man TH/SS combo, don't bother with the lightening claws. Vulcan makes you Master Crafted...also shove him with this unit. It will be a freight train. Especially if you can shove them in a Land Raider. They eat units for breakfast.

As far as Your fast attack option goes, it's good I see plenty of people field land speeders. I'm more of an attack bike fan myself, can't be insta-killed by many things in the game, and they run the same points, roughly. I think bikes are cheaper.

I'm not a huge fan of predators. As they chew up points and your vehicles and typically deliver the cargo to where they need to go. I'd go for the Land Raider (Redeemer for Fluff Points )

I do not understand your Tau allies either. I can understand you may want some cover fire to get to the fray, but you have plenty of options as Marines. I would suggest against them.

Hopefully this helps.

Just keep in mind the new Marine book drops in a week or so. All of these things could change.

Attention Campers. Lunch has been canceled today, due to lack of hustle.......Deal with it.  
   
Made in us
Fresh-Faced New User




 MilesBergs wrote:
I understand your concern with trying to be fluffy vs actually gaming. I would suggest going the fluff route. I play a very Armageddon fluff army.

My first question is how many points are you trying to field?

First and foremost I would drop your MotF, his points could help you field more tactical marines or scouts in your army list.

With that being said, I do not run scouts at all. They do not benefit from any of the perks of Vulcan (that could change in the new book), and are as you said just there to score.
With the tac squad, take the muilti melta. I understand the missile launcher has longer range, but your melta brings more for you army....rerollable snap fire? I'd take it.

Add another Tac squad.

Instead of having two separate Sternguard squads, get a full unit of them, shove them in a drop pod, and combat squad them. Then you essentially have two sterngaurd units hitting the table at the same time. Make one anti-tank and one anti-infantry. Nothing like seeing the look on your opponents face when you land and release flaming death, or when they charge and you snapfire with D3x5 rer-ollable flamer hits.

Which leaves you open to take another Elite Choice.

Take a 5man TH/SS combo, don't bother with the lightening claws. Vulcan makes you Master Crafted...also shove him with this unit. It will be a freight train. Especially if you can shove them in a Land Raider. They eat units for breakfast.

As far as Your fast attack option goes, it's good I see plenty of people field land speeders. I'm more of an attack bike fan myself, can't be insta-killed by many things in the game, and they run the same points, roughly. I think bikes are cheaper.

I'm not a huge fan of predators. As they chew up points and your vehicles and typically deliver the cargo to where they need to go. I'd go for the Land Raider (Redeemer for Fluff Points )

I do not understand your Tau allies either. I can understand you may want some cover fire to get to the fray, but you have plenty of options as Marines. I would suggest against them.

Hopefully this helps.

Just keep in mind the new Marine book drops in a week or so. All of these things could change.


Thanks in advance for the detailed response, i appreciate the criticism (is that the right word?).

To be honest, I'm not shooting for a particular number of points, what i'm going for is a kick-ass-as-possible list for as cheap as possible (points wise).

And the Tau allies are my personal preference, i probably won't field them every game, only when a situation calls for them.

So things i need to add/remove
-Remove MotF
-Remove scout squad
-Add another tac squad and add a MM
--Add Rhino Transports? or walk them up the field?
-Remove Razorbacks
-Combat squad the Sternguard units
-Add Assault Terminators
--Include Vulkan with Terminators
--Use Land Raider for transport
-Remove Predator

Really excited for new book!

This message was edited 2 times. Last update was at 2013/08/27 15:45:02


 
   
Made in us
Fresh-Faced New User






MASS

Those are some of my suggestions.

As with all suggestions take them with a grain of salt. I love MotF but sometimes he doesn't fit in certain lists or with certain points cost. Heck play a few games with him swap him in and out, see how effective he can really be in certain situations.

Scouts can stay, they are a good scoring unit. As I said they just don't benefit from Vulkans rules as well as a tac squad could.

In terms of Rhinos vs Razorbacks. That is up to you. If a rhino does not move, the multi-melta can fire out the hatch ( i forget the exact ruling of this but it's food for thought .) If you wanted to as well you could hoof one unit up the field and combat squat the other tac squad into two razor backs. Granted it's 5 guys but it creates two scoring units. So the razorbacks are still of use! I just wish they came with a Multi-Melta option, but Lascannons are just as awesome!

Yes, combat squad the sternguard for a few reasons. As I said they will count as a single elite choice in force org. In return it opens up a slot for those terminators to slide in.

Use Vulcan with the Terminators. He is a CC machine as are your terminators. You do not have to take a Land Raider if you do not want to. I recommend it because it is an assault vehicle. Which means a few things. People will focus fire on it. There is a draw back and bonus to this.

Draw back obviously being it could blow up and Vulcan and the Termies have to hoof it. The plus, the rest of your army has been ignored for the most part. So lite up everything with your meltas and flamers, then jump into combat and beat the snot out of everything. Heck it may give your Dread a fighting chance for survival!

While Predators are good, they just arent my favorite tanks out there. You should have enough anti tank in your army between all your meltas to really take out the annoying stuff. If you wanted to you could take a vindicator for some crowd control if you're playing a horde army, same thing with a thunder fire cannon. Like I said you have SO MANY OPTIONS. Again, as I said with MotF. Play some games with the pred! See how it goes. Heck if your opponents are cool ask if you can count it as a vindicator and see how that goes. Give you a feel for different play styles.

I will say you have the mentality of a Salamanders player. Up close and personal. You want to smash and flame your way to the front line and then lock yourself in combat. While receiving support from you awesome guns.

Hope some of this helps, and don't mind me if I rambled on far too much.


Attention Campers. Lunch has been canceled today, due to lack of hustle.......Deal with it.  
   
Made in us
Fresh-Faced New User




 MilesBergs wrote:
Those are some of my suggestions.

As with all suggestions take them with a grain of salt. I love MotF but sometimes he doesn't fit in certain lists or with certain points cost. Heck play a few games with him swap him in and out, see how effective he can really be in certain situations.

Scouts can stay, they are a good scoring unit. As I said they just don't benefit from Vulkans rules as well as a tac squad could.

In terms of Rhinos vs Razorbacks. That is up to you. If a rhino does not move, the multi-melta can fire out the hatch ( i forget the exact ruling of this but it's food for thought .) If you wanted to as well you could hoof one unit up the field and combat squat the other tac squad into two razor backs. Granted it's 5 guys but it creates two scoring units. So the razorbacks are still of use! I just wish they came with a Multi-Melta option, but Lascannons are just as awesome!

Yes, combat squad the sternguard for a few reasons. As I said they will count as a single elite choice in force org. In return it opens up a slot for those terminators to slide in.

Use Vulcan with the Terminators. He is a CC machine as are your terminators. You do not have to take a Land Raider if you do not want to. I recommend it because it is an assault vehicle. Which means a few things. People will focus fire on it. There is a draw back and bonus to this.

Draw back obviously being it could blow up and Vulcan and the Termies have to hoof it. The plus, the rest of your army has been ignored for the most part. So lite up everything with your meltas and flamers, then jump into combat and beat the snot out of everything. Heck it may give your Dread a fighting chance for survival!

While Predators are good, they just arent my favorite tanks out there. You should have enough anti tank in your army between all your meltas to really take out the annoying stuff. If you wanted to you could take a vindicator for some crowd control if you're playing a horde army, same thing with a thunder fire cannon. Like I said you have SO MANY OPTIONS. Again, as I said with MotF. Play some games with the pred! See how it goes. Heck if your opponents are cool ask if you can count it as a vindicator and see how that goes. Give you a feel for different play styles.

I will say you have the mentality of a Salamanders player. Up close and personal. You want to smash and flame your way to the front line and then lock yourself in combat. While receiving support from you awesome guns.

Hope some of this helps, and don't mind me if I rambled on far too much.



I appreciate every piece of feedback i can get! and it was definitely helpful in crafting new strategies.

I actually have a vindicator model (3rd edition vindicator mind you, a real gem to see nowadays!), so that's no problem, i don't have a land raider model, so i'll have to proxy that. I'm in the process of obtaining the 3 land speeders, I have 1, but it's also 3rd edition and is in really pitiful condition.

As for the tac and scouts, i'll just have to do trial and error with them.
   
 
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