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![[Post New]](/s/i/i.gif) 2013/09/12 05:37:17
Subject: 2000 Point Salamander Army
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Stalwart Space Marine
The Sawmill
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Hi, all. I just finished this first draft for my Salamanders Army, and I wan't to hear peoples' opinions on it. And before anyone asks, I hate choppy units, so I'm not taking assault marines.
Chapter Tactics: Salamanders
HQ: 410
Vulkan He'Stan, 190
Command squad, 2 Vets with Combi-Flamers, 2 Vets with Combi-Meltas, 1 Apothecary with a Master-Crafted Combi-Melta. 165
Razorback with Twin-Linked Heavy Flamer, 55
Troops: 400
2 10-man squads of tactical marines, with 1 Flamer Marine, 1 Multi-Melta Marine, and a seargent with a Master-Crafted Combi-Flamer, 320
2 Rhinos with Dozer blades, 80
Elites: 945
1 10-man Sternguard veteran squad, 2 heavy Flamer Vets, 3 Vets with Combi-Meltas, 4 Vets with Combi-Flamers, and A sergeant with a Master crafted Combi-Melta, 340
1 Venerable Dreadnought with Multi-Melta, Heavy Flamer, and extra Armor, 145
1 5-man Terminator squad with 1 Heavy Flamer Termie, and a Termie Sergeant with Master-crafted Storm Bolter, 210
1 Land Raider Redeemer dedicated transport with Multi Melta, 250
Heavy Support: 250
1 Land Raider Redeemer with Multi melta, 250
Total: 2005
Howzat? I personally prefer the idea of pimping out all my guys with most of the upgrades I can, at least in the weapons department, and I took as many flamers and Meltas as I could to capitalize on Vulkan and Salamanders tactics.
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"and the most pimpin' of them all... were the Salamanders.
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![[Post New]](/s/i/i.gif) 2013/09/12 17:15:14
Subject: 2000 Point Salamander Army
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Agile Revenant Titan
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couple questions.....
are your sterngaurd walking it up? not very smart if you are...
same with your dread
and do you mena for every squad to have a mixed roll? generally different wepaons used for different roles dont go well together in same squad.
better to have one suad with 4 meltas, and another with 4 flamers, rather than 2 squads with 2 flamers and meltas each.
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I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/09/12 18:16:06
Subject: Re:2000 Point Salamander Army
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Bounding Assault Marine
Nocturne
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Not nearly enough troops to actually win any games. 6th edition is all about objectives, and the bare minimum number of objectives in most game types is 4, meaning that, if both Tactical Squads survive the whole game (unlikely) the best you can hope for is a tie. My two cents worth:
Drop the Command squad and their Razorback, put Vulkan with the Terminators, in the Land Raider for super flamer goodness. Two TL Heavy Flamers being transported by an LRR, nothing on foot can get anywhere near that. Use the points to buy a third Tactical Squad like your other two, I run mine in a similar fashion, and find the mixed weapons to be quite handy.
Drop enough Combi-Weapons on the Sternguard to buy them a Transport of some kind, I prefer drop pods, but a Rhino would work too.
MC the termie Sgts. Power weapon, you'll get more mileage out of that IMHO.
A lot of your upgrades are not really worth their points, like the Dozer blades, and Extra Armour on the Dreadnought. The Venerable upgrade you can take or leave, it's saved my bacon a few times, but I've found myself leaving home without it more often than not. As an aside, if you drop the Venerable upgrade and extra armour on the Dread, you've saved enough points to buy it a Drop Pod too.
Finally, I'm not really sure what the purpose of your second LRR is? Is it the transport for your Sternguard? If so, it's an expensive one, and delays their entry in to the fray. Even moving the Land Raider Flat out across the field, and sacrificing it's not inconsiderable firepower in doing so, you won't make it into rapid fire range until turn 2 at best. If you slap them in a drop pod, they're in rapid fire range immediately. Long story short, Salamanders love drop pods.
Taking all this into consideration you'll end up with something like this:
Vulkan He'Stan, 190
3 10-man squads of tactical marines, with 1 Flamer Marine, 1 Multi-Melta Marine, and a seargent with a Master-Crafted Combi-Flamer, 480
3 Rhinos 105
1 Dreadnought w/ Multi-Melta Heavy Flamer 110
Drop Pod 35
1 5-man Terminator squad with 1 Heavy Flamer Termie, and a Termie Sergeant with Master-crafted Power Whatever (axe would be the best choice here), 210
1 Land Raider Redeemer dedicated transport with Multi Melta, 250
1 10-man Sternguard veteran squad, 2 heavy Flamer Vets, 2 Vets with Combi-Meltas, 1 Vets with Combi-Flamers, and A sergeant with a Master crafted Combi-Melta, 300
Drop Pod 35
This leaves you with 285 points free, if my math is correct, which it never is on my first attempt so be sure to double check me to be safe. You can spend this on all kinds of fun things, TFCs, one of the new AA tanks, maybe a flyer of your own. One other piece of advice, try to find a way to squeeze in another drop pod. It's always best to run an odd number of drop pods, since the Drop Pod assault rule has you round up the number of pods that come in turn one, having three means you get 2 on turn one automatically. Hope this helps!
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This message was edited 1 time. Last update was at 2013/09/12 18:16:21
Sun Tzu "All warfare is based on deception"
Into the Fires of Battle! Unto The Anvil of War!
2500 pts
1500 pts
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![[Post New]](/s/i/i.gif) 2013/09/12 19:00:29
Subject: 2000 Point Salamander Army
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Unrelenting Rubric Terminator of Tzeentch
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I think alienvalentine's advice is solid. Although you might want to go for more combi-melta in the Sternguard. If you're going to be dropping a unit that expensive in your enemies face they really need to be able to hurt a high priority target. Salamander assault squads are great, and you could use them to boost your pod count and support the Sternguard. Leave off their jet packs and for 95 pts you get a 5 man unit with 2 TL flamers. Excellent for harrassment and they will take the first turn burden of horde control off of the Sternguard and allow them to focus on melting something nasty. 3 such squads also happen to be 285 pts! So it might look someting like this:
Vulkan He'Stan, 190
3 10-man squads of tactical marines, with 1 Flamer Marine, 1 Multi-Melta Marine, and a seargent with a Master-Crafted Combi-Flamer, 480
3 Rhinos 105
1 Dreadnought w/ Multi-Melta Heavy Flamer 110
Drop Pod 35
1 5-man Terminator squad with 1 Heavy Flamer Termie, and a Termie Sergeant with Master-crafted Power Whatever (axe would be the best choice here), 210
1 Land Raider Redeemer dedicated transport with Multi Melta, 250
1 10-man Sternguard veteran squad, 1 heavy Flamer Vet, 5 Vets with Combi-Meltas, and A sergeant with a Master crafted Combi-Melta, 300
Drop Pod 35
3 5-man Assault squads w/ 2 flamers and drop pod: 285
That gives you 5 pods total, 3 on the first turn. This should lay on some hurt and provide enough distraction that the rest of your force can get in range relatively unscathed, so long as you hoof it. Hope this helps.
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"Backfield? I have no backfield." |
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![[Post New]](/s/i/i.gif) 2013/09/12 19:36:53
Subject: 2000 Point Salamander Army
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Stalwart Space Marine
The Sawmill
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I like alienvalentines advice, (aside from that thing about the power weapon) though it'd be sad to see it go. To be honest I was planning on using the rhinos/razorback as mobile cover that can shoot back (Albeit poorly in the case of the rhinos).
dropping the command squad does seem like a good idea, but it'd be sad to downgrade the dreadnought so much... Judging from what my buddy has told me about his damned Necrons I'm gonna need all the armor I can get. Besides, from the background of my custom fluff it makes no sense for the venerable dreadnought to suddenly want to use some pansy ass normal dreadnought chassis.
To be honest I just don't see the point of drop pods, they can be shot down, I can't drop them on top of people they might explode for no apparent reason, they aren't tanks... However one for the Dread seems like a good idea. I could also beef up the sternguard with another rhino. The problem with dozer blades is I already modeled them on...
And astro-nomican... you are suggesting I take less heavy flamers, guns, and my goddamn tank... in exchange for a bunch of dudes with chainsaws and not even jump packs... just for drop pods... what? No salamander assault squads aren't any better in my case because nothing will EVER make me take a dedicated melee unit or spend points on an upgraded melee weapon EVER. I'd rather upgrade the freaking bolt pistol if I had to. I always thought melee was dumb (yes, I've heard of Tau. I don't like them, not enough EMPRA), especially in my case. Both of my buddies use mostly choppy armies, Orks, and some wierd Necron list my other friend found that seems to have the basic concept of 'Yo dog we herd yo like flayed ones...' sorry to rant on you, I'm not really mad.
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"and the most pimpin' of them all... were the Salamanders.
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![[Post New]](/s/i/i.gif) 2013/09/12 19:46:08
Subject: 2000 Point Salamander Army
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Trigger-Happy Baal Predator Pilot
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If you haven't played with drop pods then it's hard to understand the value of them. They plop down pretty much where you want (only way they mishap is if they scatter off board) and then the dudes get out and wreck havoc onto something. It's a really good transport, and it will allow you to get your sternguard into the enemies face t1 and force them to deal with all your special ammo shooting.
Sure, drop pods can be shot down, but things inside have already gotten out and unleashed hell. Even if your enemy has interceptor, that is only used at the end of your movement phase when all your movement is done. They in fact do not explode for no apparent reason, they're only immobilized once they touch down.
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![[Post New]](/s/i/i.gif) 2013/09/12 19:51:01
Subject: 2000 Point Salamander Army
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Stalwart Space Marine
The Sawmill
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... While I would still prefer Rhinos, I believe that I can understand the value of dropping a really angry dreadnought with a Multi-Melta behind my friend's doomsday ark. Still, I can't see why I would specialize in them. I don't trust any sort of random table, and I avoid them when I can.
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This message was edited 1 time. Last update was at 2013/09/12 19:51:52
"and the most pimpin' of them all... were the Salamanders.
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