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Made in us
Slippery Scout Biker




Wisconsin

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.
Spoiler:
HQ:
Vulkan Hestan
Command Squad
Apothecary
4 Flamers
Company Standard
Drop Pod
375

TROOP:
4x Tactical Squad
+ 5 Marines
Meltagun
Multi-Melta
Combi-Melta
Drop Pod
820
Scout Squad
Camo-Cloaks
65

ELITES:
Sternguard Veterans
+5 Veterans
2 Heavy Flamers
Drop Pod

Ironclad Dreadnought
2 Heavy Flamers
2 Hunter Killer Missles
Assault Launchers
Drop Pod
210

FORTIFICATIONS:
Bastion
w/ Comm Relay
95



When I made this drop pod list originally everything was in reserve, as it all deep struck in one way or another, but then a friend of mine said that the new rules made it so that if you ever had no models on the table you lost. So I had to rethink my strategy.

The Bastion will be set up somewhere around 1/3 of the way up the table. I'll stick the scouts in there to man the gun and the relay. I'm assuming that the building SHOULD survive a turn of fire from across the board and failing that the scouts should be able to make most of their cover saves in the resulting rubble. (This is assuming I don't get the first turn.)

So is a list with this many pods even viable? Or are the days of your entire marine army arriving via DS gone?


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

This message was edited 2 times. Last update was at 2014/02/12 01:59:47


 
   
Made in au
Slippery Ultramarine Scout Biker




Australia

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.
   
Made in us
Revving Ravenwing Biker





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.

This message was edited 5 times. Last update was at 2014/02/11 07:56:43


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

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.

   
Made in ca
Annoyed Blood Angel Devastator





Looks "hot"

"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."  
   
Made in us
Slippery Scout Biker




Wisconsin

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.
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Dreadnoughts will not stop MCs. Sternguard and Grav weaponry will.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

The list that you made w/ the pods is actually very good.

 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
Slippery Scout Biker




Wisconsin

Alright edited the army list based on your suggestions, please tell me what you think.
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

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.

 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
Revving Ravenwing Biker





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

   
Made in us
Slippery Scout Biker




Wisconsin

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
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

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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