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Made in se
Fresh-Faced New User




Salamander 1000 pts

Hello dear fanatics! Im new to the scene of warhammer and this is how my army list looks so far, Any suggestions are warmly welcome!
I played several years ago and alot of new elements have come to play. So please! Right my mistakes and give me all the tips you can =)


HQ: 350 pts

Librarian: 130 pts
- Space Marine Bike
- Stormshield
- Psyker lvl 2
- Combi-Grav (Master Crafted)

Command Squad: 220 pts
- Space Marines Bikes
- Apothecary
- Company Champion
- 3x Grav-Guns (2 Master Crafted)
- 1x Storm Shield

Elite: 220 pts

Assault Terminator Squad : 220 pts
4x Thunder Hammer/Storm Shield
(Sergeant has a Master Crafted Lightning Claw)

Troops: 360 pts

Tactical Squad: 200 pts
- 5 extra marines
- Heavy bolter
- Flamer
- Veteran Sergeant
- Rhino

Tactical Squad: 80
- Heavy Bolter

Scout Squad: 80 pts
Sniper Rifles (1 Master Crafted)
Camo Cloaks
Teleport Homer

Heavy Support: 75 pts

Stalker

Edit: - Assault Squad + Tactical Squad + Grav-Guns/Combi-Grav on Command Squad and Librarian + Sniper Rifles, Camo cloaks, Teleport Homer and a slight change on the Terminator Squad

This message was edited 11 times. Last update was at 2014/02/01 05:14:07


 
   
Made in us
Longtime Dakkanaut




United States of America

Welcome to dakkadakka!

Not a bad list in all for a 1k point list!

Only changes would be drop all upgrades from bikes except the apothecary, and then give the squad grav guns. Also unless you really like librarians take a CM with bike, shield eternal and master crafted (chapter tactics) thunder hammer, and even moreso give him artificer armour for a 2+/3+ 4 wound immune to ID T5 model with a lot of pain giving.

Also for the scouts if you can take a ML and master craft it!

11k+
4k
7k
3k 
   
Made in se
Fresh-Faced New User




Thanks for the welcome greeting!
Interesting, I suppose it's better to keep the bikes mobile and out of harms way by avoiding locking them in Close combat, I like the idea of arming them with grav guns, but it has to be combi-grav, im not sure if that counts as a pistol or gun. They are not allowed to take selections of the Special weapons list. Same goes for the scouts, I mean the ML cannot be master crafted. "Any model may chose CCW and Sniper" But it says "One Scout may replace to HB or ML.." Im not sure if the Scout Sergeant counts as a Scout. If it does im glad to put a ML on him, awsome stuff, Thanks alot mate!

Edit: Aight, Check up on Combi Grav and it counts as a grav-gun, Awsome! Also check up on the Scout Sergeant, He cannot wield ML.

This message was edited 1 time. Last update was at 2014/01/27 02:16:42


 
   
Made in us
Longtime Dakkanaut




United States of America

Is that an FAQ on the scout sergeant (its kinda bad wording)?

For the scout sergeant if he can't use ML then maybe take a sniper rifle for C/IC hunting?

11k+
4k
7k
3k 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Texas

I would ditch the assault squad for more scoring... two scoring units doesn't go far.

4000+ Points
Tau: 1500ish



[GENERATION 14: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Agile Revenant Titan






Austin, Texas.

In faq it lets you take not combi grav, but full on x5 grav guns on the command squad. Get this by dropping assault squad, as assault isnt really good. Youll be surprised how easily a 5 man assault squad can be killed.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Texas

Agreed. Grav-guns are crazy good, and can take out most elites with all their shots.
Assault marines, just for anti-infantry, aren't that worth it even if you had a ten-man unit.
I think you should get SR/CC Scouts. They don't do much otherwise. that way whenever they are shot at they can go to ground by a ruin for 2+ cover.

4000+ Points
Tau: 1500ish



[GENERATION 14: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

Generally a good list but......

Tactical Squads cannot take Heavy Flamers, only Sternguard can. (Read the fine print)
Put Grav Guns on the Command Squad (The FAQ allows you to)

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in us
Regular Dakkanaut



Sacramento

I gotta agree with glorywarrior, even at 1000pts 1 and 1/2 scoring units(I count a 5 man scout squad 1/2 as without any sort of cover, camo, or fast transport they will not last a turn of shooting) is just not enough scoring to win games. They are an easy kill point in those games, and can't hold an objective without it being the bottom of the last turn.
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

I run 20 Tacticals (2 groups of 10) and generally always combat squad them at 2000pts. Scoring is almost never an issue. I just reserve them in Turn2. Half in pods and half coming in on board edge. Usually 1-2 fails the reserves and they stay alive longer. This leaves me with 1600~ points of elites, heavies, and fast attacks that all cause threats. They "can" kill my scoring, but they run the risk of being tabled. :/

YMMV, a lot of players will disagree with this strategy and I used to agree that 20 TACs isn't enough until I started running it. I currently love Min/Max'ing the good and the bad. Tacticals are bad. 20 is enough if played correctly. IMO (Once again, YMMV).
   
Made in pr
Longtime Dakkanaut




Minneapolis, MN

Looks good overall.

The Librarian is a good choice if you're using a shooty command squad. Another good option is a bike chaplain.

Every member of the command squad can take special weapons, so you might want to exploit that and take a bunch of grav guns. Otherwise you could gear them up for close combat (this is an especially good option if you use a bike chaplain). Both options are expensive, so it might not be possible to fit in any cool toys without cannibalizing the rest of your list.

Assault terminators are good, but think hard about how you're going to use them and whether they will carry their weight.

Tac squads can't take heavy flamers. Replace it with a HB, or just drop the heavy weapon entirely. I'm not a fan of power weapons in tac squads, unless your planning on getting them into CC. Dozer blades for the rhino might be a worthwile purchase if you know there's going to be a lot of area terrain.

Are the scouts just being used as cheap scoring units? That's fine, but be sure to keep them out of LOS or else give them camo cloaks. They need to survive to the end of the game. You could also give them a teleport homer, so that your terminators can deep strike accurately.

Your assault squad looks good.

If you know your opponent is bringing flyers, then the stalker is a good choice.
   
Made in se
Fresh-Faced New User




Thanks for the replys guys, I tried to take your tips in consideration and made these adjustments...
Dropped the Assault Squad, Pimped the scouts so I can actually use them, Pimped the command Squad.
Added Another Tactical Squad on foot with a lascannon. I'd Love to hear your thoughts on this!
Thanks again for helping out!

(Adjustments are edited above)
   
 
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