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Competitive Salamanders/Imp Knights 1850  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut






So im looking for constructive advice on the list... continue with it as it stands or changes to try ?


Having played a few games with the following build im pretty happy about its performance.

This past weekend i played a Knight along with my heavy MSU GK list and did pretty well with it. I wanted to test out a list consisting of 2 Knights since i have them i figured what the hell.

So far the army has won 4 games. Nothing of note however since these were generally test games and still needs to prove itsself against other lists.

As follows

Salamanders/Imperial Knights 1850

HQ: Vulcan

Troop:
10 Marines; Sgt w/combi Melta, Melta, ML
Drop Pod w/ stormwind missle

10 Marines; Sgt w/combi Melta, Melta, ML
Drop Pod w/ stormwind missle

10 Marines; Sgt w/combi Melta, Melta, ML
Drop Pod

5 Marines; Sgt w/combi Melta, Melta
Drop Pod

5 Marines; Sgt w/combi Melta, Melta
Drop Pod

1 Knight Paladin
1 Knight Paladin

Basics of the list are to generally pre-combat squad prior to dropping in. However i can keep the 10 man strong units if KP or up against heavy Barrage opponents. I can also reserve the non DP units if needed. The Missle Launchers are there instead of MM's to add some S8 48" shooting if i deply the combat squads

I went with 2, 5 man units to get 5 pods so i can drop 3 in on turn 1. Leaving me with 2 more for later plus 3 other 5 man units in my backfield.

Meltas of course are antitank from my troops
Large Blasts are anti troop/low armor transport from the Knights

Knights generally advance up the flanks and drop 4 S8 large blasts on the opponent. Hopefully the troops who have been dislodged from vehicals.

My opponent generally has to deal with the 15 marines on turn 1 (in one game i dropped 25) and also consider 2 knights bearing down on him.

The Knights in CC are awsome. Stomps can also target things not in combat (I rolled a 6 on the stomp table while the template was on a landraider that wasnt even in combat)

StormWind Launchers just got better this edition since they can now shoot when they come in. They become annoying to my opponent and he usually needs to eleiminate the threat quicky.

There are however some alternatives to the build that im going to "consider" trying which would be to replace the 2 5 man squads with 3 5 man assault squads w/flamers in pods. This gives me 1 more Pod and a unit. These guys flamers would also take advantage of the Salamander trait and add to anti horde. The negative however is 1 lose 4 OS units and some melta so im not sure its worth it.

Vulcan is a bit of a points sink but this army is fully painted as a drop Slamanders list and i really prefer to keep them Sallys I could probably leave him home since im not loaded with Melta so i would like to keep him in.

Im really openeing this up to suggestions however. If you guys have some ideas in makeing the list better i would like to hear it....thanks

 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

LotD are great super heavy killers and work well with Vulkan. I'd look into them.

Also, put stormbolters on the pods, the death wind launchers are useless IMO and a waste of points.

Why missile launchers instead of multimeltas? Swap those.

Finally, fliers will give you trouble. I'd drop a knight for a stormton escorting a Stormraven.
   
 
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