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![[Post New]](/s/i/i.gif) 2016/11/30 18:07:14
Subject: [1850] - Salamanders Space Marines
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Student Curious About Xenos
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Hello there,
I'm looking to put together a competitive list that also fits with the theme of the Salamanders for an upcoming ETC style team tournament. I figure the list should be good against fliers, hoards, armour, and jinking shenanigans. Comments and critics are welcome.
Flame Blade Strike Force:
Strike Force Command:
- Terminator Captain (Cataphracti Armour, Thunder hammer, Storm Shield, Auspex)
Demi Company:
- Vulkan
- Command Squad in Drop pod (apothecary and 4 grav-guns)
- Tactical Squad (x5) in Rhino (Flamer and Sergeant with combi flamer and melta bomb)
- Tactical Squad (x5) in Rhino (Flamer and Sergeant with combi flamer and melta bomb)
- Tactical Squad (x5) in Drop pod (Meltagun and Sergeant with combi melta and melta bomb)
- Assault Squad (x9) in Drop pod (x2 Flamer, Eviserator, and Vet. Sergeant with power weapon and melta bomb)
- Devastator Squad (x5) in Drop pod (x4 Multi Melta and Sergeant)
- Ironclad Dreadnought in drop pod (x2 Heavy Flamer, Chainfist)
Raptor Wing:
- Landspeader x1 (x2 Multi Melta)
- Stormtalon gunship (Assault cannon, Typhoon Missles)
- Stormtalon gunship (Assault cannon, Typhoon Missles)
Overall strategy is to have Vulcan with the Assault squad and use them and the Ironclad to hold up something in combat and the Terminator captain with the Dev squad to confer Slow and Purposeful and tank killing goodness. Mean while the fliers control the skies and the command squad targets the big things around. With twin linked everything and strength 5 flammers everywhere, could make for a decent game.
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Imperium:
Salamanders – 2500, Raven Guard – 3000, Imperial Fists – 3000
Imperial Guard – 5000, Militarum Tempestus – 2000, Grey Knights – 1500
Xenos:
Tau – 2500, Tyranids – 1500, Eldar - 500
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![[Post New]](/s/i/i.gif) 2016/11/30 18:23:36
Subject: [1850] - Salamanders Space Marines
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Regular Dakkanaut
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Looks good. Ap3/2 is going to be your biggest problem.
Personally I don't think the buffs you get for running the flame blade are worth restricting your force. If it were me, I'd Keep most of the slot choices, but split them up in different formations.
I would consider adding some Legion of the damned with melta weapons as shock troops. Vulcan's trait is army wide so any meltas there will be MC as well as giving you some troops that can survive plas/ grav.
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This message was edited 1 time. Last update was at 2016/11/30 18:33:55
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![[Post New]](/s/i/i.gif) 2016/11/30 20:52:52
Subject: [1850] - Salamanders Space Marines
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Apprehensive Inquisitorial Apprentice
Columbia SC
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After playing Salamanders for years I can say that never underestimate the power of a twin linked flamer! I have seen Daemon Princes and SM Biker squads wiped out by 2-3 flamers. Adding in another +1S just makes them even more deadly.
I like that you have some treads on the ground to go with the pods but I have had more success with even heavy bolter Razors instead of Rhinos.
To me the eviscerator is points that can be used elsewhere as a 5 man squad generally doesn't utilize an I1 weapon too well. The EW relic to me is a better buy for the Cpt.
Other than that looks pretty solid to me.
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![[Post New]](/s/i/i.gif) 2016/12/01 00:11:15
Subject: [1850] - Salamanders Space Marines
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Regular Dakkanaut
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You're gonna suffer Vs. Pacific rim Tau, but what marines really don't at this point.
Heavy flamers are worth it, seriously Get more of these, Str6 ap4 templates are amazing. I play ITC, and they roast invisi-zombie hordes which are common here. I wish I could take a single sternguard squad just for the HF's.
Ironclad is a great choice, get the FW drop-pod (lucius pattern IIRC) it costs a bit more, but the dreadnought is not force to disembark, it also has a special shrouded rule. So you get an AV 12 open-topped bunker that you can assault out of the next turn, and fire two HF's out the turn you arrive. Do be careful about getting surrounded and then losing the pod, because you will auto-lose the dread.
never played with raptor wing, but it looks pretty strong. Another aux you may want to consider is the ravenhawk assault group. Gets you a stormtalon, sternguard squad, and dreadnought.
Also Double Melta Speeders are amazing, they give you a lot of mobile AV threat.
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![[Post New]](/s/i/i.gif) 2016/12/01 03:25:32
Subject: [1850] - Salamanders Space Marines
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Fresh-Faced New User
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What do you gents think about the Stormbringer Squadron? I've used it to great effect lately, especially by bringing a trio of Speeders with Heavy Flamers and Multimeltas for only 60 points apiece. The Storms get MMs themselves, and can move 12" and allow the Scouts to disembark normally. Pack them with a meltabomb and the sergeant with a combi-weapon of your choice, and you have a threat that can reach anywhere, and usually under the cover of a drop pod heavy demi-company showing up in their faces.
Consider giving your Cataphractii Captain the Salamander Mantle. 2+/3++, EW is about as good a tank as this game gets.
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![[Post New]](/s/i/i.gif) 2016/12/01 04:07:46
Subject: [1850] - Salamanders Space Marines
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Regular Dakkanaut
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Stormbringer Squadron is great, It's cheap, fast, and can possibly tie up units while also being obsec. Plus it gives more MM and HF slots!
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