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Made in us
Fresh-Faced New User





In my league im am having to go up against an experienced Tyranid player who is holding the position for a macro cannon. I hopefully this list helps clear him out pls tell me what you think.

HQ: Captain
bolt pistol , chain sword
90pts

troops: 5 man scout squad
all bolt guns and Camo cloaks
(for the infiltrate )

5 man Tac Squad
all bolt guns.
135pts

Heavy: Vindacator ,and 2 whirlwinds.
275 pts

Being new i brought a terabl match up the first game and i learned from that. Hes Bringing termigaunts, nerothropes, zoannthropes and some nasty ones that tear up tanks ( sorry for the wrong spelling and lack of names. Any feed back would be great!

Vulkan Lives! 
   
Made in us
Guard Heavy Weapon Crewman



Mechanicsville va

your reallying heavily on those tanks when you stated he had units that tear up tanks so Id be careful there especially if he can do it from range and not cc
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Scouts have infiltrate natively. They don't need Camo Cloaks for that.]

This message was edited 2 times. Last update was at 2017/01/10 01:24:28


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Member of the Malleus





WI

I would take one of those whirlwinds and make them into a rhino for your Tacs. Footslogging marines isn't a great idea. They should also have a special weapon in there. A flamer or a melta would do!

Could save some more points and have the Captain be a Librarian and have some psychic defense against those nids.


I make bad decisions and think they are good.

Team No Bueno
 
   
Made in us
Fresh-Faced New User





Thanks for the impute im going to make some minor changes just not 100% sure were. But yall helped sway me i think

Vulkan Lives! 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I’d never put a captain on the table with anything less the artificer armor and a power weapon. For a low point game, you are almost aways better off with one of the cheeper HQs.

Your list should do OK vs. hordes of gribbles. Against MCs you are going to have issues.

   
Made in us
Apprehensive Inquisitorial Apprentice




Columbia SC

 Iffrit130 wrote:
In my league im am having to go up against an experienced Tyranid player who is holding the position for a macro cannon. I hopefully this list helps clear him out pls tell me what you think.

HQ: Captain
bolt pistol , chain sword
90pts

troops: 5 man scout squad
all bolt guns and Camo cloaks
(for the infiltrate )

5 man Tac Squad
all bolt guns.
135pts

Heavy: Vindacator ,and 2 whirlwinds.
275 pts

Being new i brought a terabl match up the first game and i learned from that. Hes Bringing termigaunts, nerothropes, zoannthropes and some nasty ones that tear up tanks ( sorry for the wrong spelling and lack of names. Any feed back would be great!


For starters I would capitalize on what Salamanders do best ... flame.

1. Drop your Captain to a Libby with Pyromancy.
2. Bring in 2 5 man tac squads with a flamer and Rhino
3. If you really want the tanks then drop the Vindicator and go with 3 Whirlwinds and gain shred on the missiles. Personally I would run 2 Whirlwinds and 1 Land Speeder with dual H Flamers.
4. Depending on what choice you opt for on 3. that sould leave you with between 20 to 35 pts left over to use on upgrades to the vehicles or the Librarian.
   
Made in gb
Storm Trooper with Maglight





Leicester

Alternate take?

A) Our Nid opponent is bringing psykers. multiple. that means he's gonna have more than enough warp charge to shut down a librarian. I would take Either: a chaplain to hold off fear and increase your marines combat capabilities, or consider playing herohammer. you could quite easily make a captain into a blender that should mulch entire squads of Nids

Controversial option: Ally a vindicare assassin? at 150pts he's one hell of an investment; but will kill the support bugs leaving infantry for flamers and bolters?

Consider scouts. they're cheap bolters after all...

You really do want to be fielding plenty of marines though. 5 scouts and 5 tacticals is looking hella flimsy to me.

triple whirlwinds might work?


an Assault squad may also be your friend; which seems an odd option considering that outside of a skyhammer they rarely see the tabletop; but they're fast enough to run away from anything too threatening; can pack dual flamers, and can jump around the board picking off either unsupported squads or squads that have been attacked but have survivors?

final option: and call me crazy but I kinda like the idea of taking the forgefather. if Vulkan was on that pitch he weighs in at nearly 2/5ths of your force, but good god could he put the hurt out. -note: don't do this if the game is being taken seriously, and probably ignore the vindicare suggestion but I thought watching him slaughter squad after squad on his own would be quite fun....

-consider missile launchers? S8 shots threatens MCs, while the blast option will punish lazy model placement clusters?
   
Made in us
Fresh-Faced New User





Ya, its kind of a serious game. Im new and all but its in a league. and im the only player on my team even trying. Haha , that being said its my first time playing nids. i thought about droping the vind and taking 3 whirlwinds. Who ever has control of the mac cannon gets to shoot it thats why the scouts are coming. to get them on the mac and then just template his big stuff on down.

Vulkan Lives! 
   
Made in us
Regular Dakkanaut




Sternguard in drop pods, Seriously.

165 points for 2 twin-linked heavy flamers auto-deepstriking 1st turn, that stuff DECIMATES any nid force that relies on cover saves. Killing gribblies on 2+ ignoring cover, Killing anything under and MC, (excepting zoans) pretty efficiently. Because of specialist ammunition the non flamer stern can engage most targets you'll see at that range.

Since they're expensive they do combo well with scouts who can help bulk up the numbers. For 200 points you can flesh out an extra 20 infiltrating bodies, If your REALLY worried about lots of MC's spend an extra 20 points to give them all sniper rifles and start plinking away at the carnifexes.

Also if your target is bringing lots of psykers, that is ESPECIALLY a reason to bring a librarian as your HQ. He will help deny witchfire power against his unit or any unit within 12(?) inches of him because of the psychic hood. Possibly give him powers from librarius as well, although psychic shriek is great against Carnifexs because of their low LD.

Obviously you can trade out scouts for whirlwinds or power-armored marines. But at that level, you'll want bodies.
   
 
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