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![[Post New]](/s/i/i.gif) 2014/02/11 06:07:21
Subject: Salamanders Take 2 (Comments and Advice appreciated)
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Slippery Scout Biker
Wisconsin
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I want to start by thanking everyone who critiqued my first list and pointed out a few things my list was lacking or wasting points on. Once again this is 1850 points and critiques are welcome.
Spoiler is the original list submitted.
And here's the revised 1850 point list.
HQ:
Vulkan Hestan
TROOP:
4x Tactical Squad
+ 5 Marines
Meltagun
Multi-Melta
Combi-Melta
Drop Pod
820
ELITES:
Sternguard Veterans
+5 Veterans
4 Combi-Flamers
2 Heavy Flamers
Drop Pod
325
Sternguard Veterans
+4 Veterans
4 Combi-Flamers
2 Heavy Flamers
Drop Pod
303
Ironclad Dreadnought
2 Heavy Flamers
2 Hunter Killer Missles
Assault Launchers
Drop Pod
210
**Edited to change list based on feedback without making new topic
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This message was edited 2 times. Last update was at 2014/02/12 01:59:47
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![[Post New]](/s/i/i.gif) 2014/02/11 06:33:24
Subject: Salamanders Take 2 (Comments and Advice appreciated)
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Slippery Ultramarine Scout Biker
Australia
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An 1850pt tau army will have no problem ending your game on turn 1 if they go first. It may be a fun thing if you risk it all in a friendly game. But its probably not a good idea to have a 50/50 chance of losing.
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![[Post New]](/s/i/i.gif) 2014/02/11 06:57:48
Subject: Re:Salamanders Take 2 (Comments and Advice appreciated)
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Revving Ravenwing Biker
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i'm fairly certain with 6th that with drop pods 1/2 your pods come in on turn 1 so you can't be tabled before the game starts? I would check on it, i'm pretty sure but i cant remember where I picked it up .... if so i would drop the bastion / scouts and add more pods
I'm not sure how well the command squad is going to work out (due to the low model count), I understand why you have it in there but idk
One thing to think about is multi-melta devastators in pods can be pretty brutal - ive used 5 MM long fangs with logan in a pod with good results
and if your ok in using forgeworld ... the dread drop pods that you can assault out of are amazing with ironclads
Automatically Appended Next Post:
Honestly, for full drop pods at 1850 I would run something like this ....
Vulkan He’Stan – 190 {Attached to the 9 Man Sternguard Unit}
Sternguard Veteran Squad (Veteran Sergeant with Melta Bombs, 8 Veterans, 2 Combi-Flamers, 2 Heavy Flamers, Drop Pod) – 288
Sternguard Veteran Squad (Veteran Sergeant with Melta Bombs, 9 Veterans, 3 Combi-Flamers, 2 Heavy Flamers, Drop Pod) – 320
Tactical Squad (Sergeant with Combi-Melta & Melta Bombs, 9 Space Marines, Melta Gun, Multi-Melta, Drop Pod) – 210
Tactical Squad (Sergeant with Combi-Melta & Melta Bombs, 9 Space Marines, Melta Gun, Multi-Melta, Drop Pod) – 210
Tactical Squad (Sergeant with Combi-Melta & Melta Bombs, 9 Space Marines, Melta Gun, Multi-Melta, Drop Pod) – 210
Tactical Squad (Sergeant with Combi-Melta & Melta Bombs, 9 Space Marines, Melta Gun, Multi-Melta, Drop Pod) – 210
Tactical Squad (Sergeant with Combi-Melta & Melta Bombs, 9 Space Marines, Melta Gun, Multi-Melta, Drop Pod) – 210
= 1848
I normally wouldnt use deathwing launchers or beacons on pods but there was 52 points leftover at the end and thats all that would fit. ** edited this when I noticed I didn't fill out the combi-flamers on the sternguard
The main thing with pods is making sure your alpha strike does enough damage to cripple your opponent and unless your using FW I would drop the ironclads in favor of more tacticals or sternguard.
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This message was edited 5 times. Last update was at 2014/02/11 07:56:43
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![[Post New]](/s/i/i.gif) 2014/02/11 14:15:54
Subject: Salamanders Take 2 (Comments and Advice appreciated)
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The Marine Standing Behind Marneus Calgar
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The nothing on the table rule checks at the end of game turn, not player turn. So you are safe going full drop/reserves. You will always get your first turn of pods down before you check for tabling.
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![[Post New]](/s/i/i.gif) 2014/02/11 14:20:05
Subject: Salamanders Take 2 (Comments and Advice appreciated)
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Annoyed Blood Angel Devastator
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Looks "hot"
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"For eleven hundred years, I have fought and I have seen the darkness in our galaxy. I have seen the vileness of the alien and the heresy of the mutant. I have witnessed the sin of possession. I have seen all the evil that the galaxy harbours, and I have slain all whose presence defiles the Emperor. I have seen what you will see. I have fought what you must fight, and I have slain what you must slay... so fear not and be proud, for we are the sons of Sanguinius, the protectors of Mankind. Aye, we are indeed the Angels of Death." |
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![[Post New]](/s/i/i.gif) 2014/02/11 18:29:14
Subject: Salamanders Take 2 (Comments and Advice appreciated)
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Slippery Scout Biker
Wisconsin
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Thanks for the rules clarification guys. I'll edit the OP with an updated list this afternoon when I'm done with homework. So quick question before class starts up. I know assault is less prevalent but MCs and dedicated assault units are still a threat. Would a second dreadnought be a bad idea to help any units that may get assaulted or should I focus on my shooting. I only ask because with this being a pod list I will be close from the get go.
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![[Post New]](/s/i/i.gif) 2014/02/11 18:39:56
Subject: Salamanders Take 2 (Comments and Advice appreciated)
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Monstrous Master Moulder
Cleveland, Ohio, USA
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Dreadnoughts will not stop MCs. Sternguard and Grav weaponry will.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2014/02/11 19:36:37
Subject: Re:Salamanders Take 2 (Comments and Advice appreciated)
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Land Raider Pilot on Cruise Control
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The list that you made w/ the pods is actually very good.
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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. |
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![[Post New]](/s/i/i.gif) 2014/02/12 00:51:28
Subject: Salamanders Take 2 (Comments and Advice appreciated)
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Slippery Scout Biker
Wisconsin
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Alright edited the army list based on your suggestions, please tell me what you think.
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![[Post New]](/s/i/i.gif) 2014/02/12 01:43:55
Subject: Re:Salamanders Take 2 (Comments and Advice appreciated)
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Land Raider Pilot on Cruise Control
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I find that your Dreadnought is draining points. I find that the best way to run the Ironclad is w/ Heavy Flamer and Meltagun. I however see the use for the Assault Launchers. I find HK missiles to be a points drain.
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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. |
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![[Post New]](/s/i/i.gif) 2014/02/13 08:31:05
Subject: Re:Salamanders Take 2 (Comments and Advice appreciated)
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Revving Ravenwing Biker
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Looks good, you might want to think about running the IroncladsHeavy Flamer / Melta Gun (double flamer is nice, but having both options on the ironclads could be clutch), in place of the HKs you could add melta bombs to your tactical squad sgts .... should be pretty fun to play
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![[Post New]](/s/i/i.gif) 2014/02/13 20:39:37
Subject: Salamanders Take 2 (Comments and Advice appreciated)
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Slippery Scout Biker
Wisconsin
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So it looks like aside from a few shifts in the warhear here and there the list is solid. Thanks everyone for helping me get this setup and caught up to speed with what is and isnt good in 6th edition
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![[Post New]](/s/i/i.gif) 2014/02/18 02:09:15
Subject: Salamanders Take 2 (Comments and Advice appreciated)
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Ultramarine Land Raider Pilot on Cruise Control
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I'm a Salamanders player myself and I'm just curious to your plan against Heldrakes. Flyers always seem to give me the most trouble so I constantly run 3 Stalkers. It's only 225 points and I find them to be irreplaceable in all of my lists.
With 8 drop pods and no AA, I feel like you just automatically lose against CSM players. Maybe you aren't very worried about them and try to ignore flyers as much as possible.
Just wanted to know if you have any tips against Heldrakes besides combat squad'ing and spreading out.
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