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Made in gb
Frightening Flamer of Tzeentch





UK

HQ
- Vulkan

- Techmarine w/servo-harness

- Command Squad w/meltaguns x4, power sword, apothecary, Drop Pod, locator beacon

Troops:
- Tactical Squad x10 w/flamer, combi-flamer, Heavy Bolter, melta bombs, Rhino

- Tactical Squad x10 w/flamer, combi-flamer, Heavy Bolter, melta bombs, Rhino

Elites
- Rifleman Dreadnought

- Rifleman Dreadnought

- Sternguard Veterans x5 w/x2 heavy flamers, x2 combi-meltas, x1 power sword, Drop Pod

Heavy Support:

- Thunderfire Cannon

- Hunter

=1500pts

Tactics:
Will probably pod Vulkan with Command Squad, pop the nastiest tank turn 1, soak up the fire with his 3++ and FNP, then charge (or be charged) the next turn.
Sternguards pod in afterwards and are geared flexible to deal with pretty much any threat, and no scatter thanks to the locator beacon on the Command Squad drop pod.
Techmarine camps and babysits the Dreadnoughts and Hunter, the other Techmarine mans the Thunderfire Cannon. Both bolster defenses to help with the supporting fire durability. Dreadnoughts can also snap fire in a pinch if I encounter multiple flier lists (highly unlikely) or if the my Hunter is popped early on.
Tacticals should have the heat taken off them with the drop podders and decent amount of covering fire, so should get to the mid-field fairly intact in Rhinos. The Heavy Bolters can snap fire out the hatches if necessary. Another option is to combat squad the Tacticals if the scenario calls for it, putting the flamers in rhinos and the Heavy Bolters in cover to dish out supporting fire...
The power swords are just a fluffy option (wouldn't normally bother) as Salamanders love their master crafted weapons. :-)

-------At 2000pts:

HQ
- Vulkan He'Stan

- Chapter Master Tu'Shan
(Chapter Master w/Eternal Shield, Thunderhammer, Artificer Armour)

- Command Squad w/meltaguns x4, Apothecary, Power Sword, Drop Pod, locator beacon

Troops:
- Tactical Squad x10 w/flamer, combi-flamer, Heavy Bolter, Rhino

- Tactical Squad x10 w/flamer, combi-flamer, Heavy Bolter, Rhino

Elites:
- Fire Drakes (Thundernators) x5
-Dedicated Transport: Land Raider Redeemer (or Crusader)

- Sternguard Veterans x5 w/x2 heavy flamers, x2 combi-meltas, Power Sword, Drop Pod

- Rifleman Dreadnought

Heavy Support:
- Thunderfire Cannon

- Hunter

:2000pts



Tactics:
Same roles for Command Squad and Sternguard and the Dread, Thunderfire and Hunter.
Have sacrificed a small amount of the ranged support from the 1500pt list, in lieu of Fire Drakes in a Land Raider with Tu'Shan leading them (who should be nice in close combat with eternal warrior and a 3++, plus can do an orbital bombardment).
I have broken my own rule by not taking 4 troop choices, but I figured that there is enough supporting the Tactical and they are full strength squads that this shouldn't matter... And they can always combat squad to technically make 4 troop choices anyway. :-)

Both lists designed to adhere to fluff as much as possible and designed for primarily fun games with an eye to win. But feedback is always nice.

FH




Thousand Sons CSM and Tzeentch Daemons : 2000pts
Imperial Guard Mixed Regiment: 2500pts
Deathwing/Ravenwing 2000pts (WIP)
Space Wolves: 1000pts (WIP)
 
   
Made in gb
Frightening Flamer of Tzeentch





UK

Anyone?

Thousand Sons CSM and Tzeentch Daemons : 2000pts
Imperial Guard Mixed Regiment: 2500pts
Deathwing/Ravenwing 2000pts (WIP)
Space Wolves: 1000pts (WIP)
 
   
Made in gb
Fresh-Faced New User




Personally I feel like (mainly in the 1500 point list) your spreading out a bit too much so that the enemy player will be able to use all their weaponry to maximum efficiency. Your giving them good targets at all ranges.

eg rapid fire weapons at the command squad. Then mid range strength 6/7 shots at the rhinos and the long range anti tank at the dreadnoughts. I feel like it would be better to overload one area more.

eg more pods or more mid range or more stuff sitting back.
   
Made in us
Haemonculi Flesh Apprentice






Consider trading one or both of the riflemen dreads for ironclads in pods. It will help apply forward pressure and keep vulkan alive longer.

   
Made in us
Scouting Gnoblar Trapper



Maryland

 Red Corsair wrote:
Consider trading one or both of the riflemen dreads for ironclads in pods. It will help apply forward pressure and keep vulkan alive longer.


I have to agree with Red Corsair here. IMHO with a Vulkan list you need to be applying pressure by 1st turn. The command squad in a single drop pod will kill a unit when it comes it but then it is faced with the entire enemy line. Even with a 2+ and FNP the unit will be shot to sh!t. By throwing in an iron clad (preferably two.) You are really making your oponent choose which units to kill. You could even swap your two rhinos from your tactical squads for drop pods and have your tacticals DS in. With those flamers/combi-flamers you are going to put a hurting on your opponent first turn.
   
Made in us
Fresh-Faced New User




I agree as well, in how I've fared the only thing one drop does is first blood and then you're spending 150+ points on 1 vp which is not worth it. Either all pods or no pods and with salamanders go all pods.

It does make me happy that other people read the books though.
   
 
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