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Made in se
Space Marine Scout with Sniper Rifle




Sweden

In a few months I will be entering my first big tournament. I have tried to build a fluffy yet strong list that relies on the salamanders chapter tactics and Vulkan He'stan mastercrafted melta rules.

I would like feedback and to discuss which potential problems I might run into and if I should change anything. Obviously this is a defensive list, where I try and take a key position and hold it. The main objective is to force my opponent to attack me or get hammered down by long range bombardment, I might try and go for 3x vindicators, any thoughts on that?

Here is my list.

Spoiler:
Flameblade Strike Force

Battle Demi-Company

Vulkan He'stan (1) - 190pts
1 Vulkan He'stan

Tactical Squad (5) - 85pts
1 Sergeant: Boltgun
1 Tactical Marine: Flamer
1 Tactical Marine: Heavy bolter
2 Tactical Marine: Boltgun

Drop pod (1) - 35pts Dedicated Transport
1 Drop pod: Stormbolter

Tactical Squad (5) - 85pts
1 Sergeant: Boltgun
1 Tactical Marine: Flamer
1 Tactical Marine: Heavy bolter
2 Tactical Marine: Boltgun

Drop pod (1) - 35pts Dedicated Transport
1 Drop pod: Stormbolter

Tactical Squad (9) - 141pts
1 Sergeant: Boltgun
1 Tactical Marine: Flamer
1 Tactical Marine: Heavy bolter
6 Tactical Marine: Boltgun

Rhino (1) - 35pts Dedicated Transport
1 Rhino: Storm bolter

Land Speeder Squadron (2) - 140pts
2 Land Speeder: 2 Multi-meltas

Ironclad Dreadnoughts (1) - 155pts
1 Ironclad Dreadnought: Seismic hammer,Power fist with built-in heavy flamer,Built-in heavy flamer,Ironclad assault launchers

Drop pod (1) - 35pts Dedicated Transport
1 Drop pod: Stormbolter

Centurion Devastator Squad (3) - 240pts
1 Centurion Sergeant: Grav-cannon and grav-amp,Hurricane bolter
2 Centurion: Grav-cannon and grav-amp,Hurricane bolter

Armoured Task Force

Techmarine (1) - 85pts
1 Techmarine: Conversion beamer

Predators (1) - 95pts
1 Predator: Autocannon,Heavy bolters sponsons

Vindicators (1) - 120pts
1 Vindicator

Whirlwinds (3) - 195pts
3 Whirlwind

10th Company Task Force

Scout Bike Squad (3) - 74pts Cluster mines
1 Sergeant: Twin-linked boltgun
2 Scout Bike: Twin-linked boltgun

Scout Squad (5) - 77pts Camo cloak
1 Scout Sergeant: Sniper rifle
1 Scout: Heavy bolter
3 Scout: Sniper rifle

Land Speeder Storm (1) - 50pts Dedicated Transport
1 Land Speeder Storm: Multi-melta

Scout Squad (5) - 77pts Camo cloak
1 Scout Sergeant: Sniper rifle
1 Scout: Heavy bolter
3 Scout: Sniper rifle

Land Speeder Storm (1) - 50pts Dedicated Transport
1 Land Speeder Storm: Multi-melta

When ignorance reigns, life is lost.  
   
Made in gb
Storm Trooper with Maglight





Leicester

Hey; first up, those tactical squad loadouts are illegal. one special OR heavy per 10 marines. flamer and heavy bolter is illegal in 5man squad. for the cost of the heavy bolter you can get a combi-weapon for the sgt. in each squad.

Vindicator? buy the storm bolter. 5pts gives a 50% save against weapon destroyed results

10th looks well kitted

triple whirlwinds should work...

dakka pred usually underperforms in my experience, but not bad as a cheap underestimated unit

stick some locator beacons on those pods.... deep strike the melta speeders without scatter? alpha tank-punch...

lose the ironclad dread, and give his pod to the centurions. failing that; trim points from elsewhere and get the dread a pod too. A prime example of these points would be losing the illegal heavy bolters,

Hope this helps ya?
GamerGuy


   
Made in se
Space Marine Scout with Sniper Rifle




Sweden

Thanks!

The tactical squads were originaly 10 man and i forgot that their options get reduced to one special/heavy if they are less than 10 man. Fixed it.

The pred is just there to give me the formation bonus, i could just take another vindi instead, for 25pts more though.

Good idea with the locator beacons. I reasoned that my 10th has 2 multi melta and will get in 12 inch range first turn using infiltrate and scout move. But having the 4 extra multi meltas precision deep striking later on is a good idea.

The Ironclad is basically my only CC unit, my thought where to deploy him close to the Vindies and try and intercept any charges. I have more pods, just not much room point wise and the Centurions can only take LR as DT.

Do you think I should go for the 3rd vindi to get the line breaker bombardment, S10 AP2 apocalyptic blast with ignores cover seems sweet but I guess I wont be able to use it that often as one will get destroyed in a focused attack.

Great help! Thanks!

When ignorance reigns, life is lost.  
   
Made in ca
Ferocious Blood Claw





Halifax, Nova Scotia

for the grav cents, I would just put them into a drop pod you have for a tactical squad. You can still get in them since you're same army, not allies.

The list does do some things I wouldn't really have thought of myself. I think at the very least playing it as is should give you good matches. I just think some deep striking nonsense could get in and ruin your whirlwinds. I'm not really sure what your answer to getting drop podded on will be.
   
Made in se
Space Marine Scout with Sniper Rifle




Sweden

 evilbuttertart wrote:
for the grav cents, I would just put them into a drop pod you have for a tactical squad. You can still get in them since you're same army, not allies.

The list does do some things I wouldn't really have thought of myself. I think at the very least playing it as is should give you good matches. I just think some deep striking nonsense could get in and ruin your whirlwinds. I'm not really sure what your answer to getting drop podded on will be.


Thanks, I did not know I could choose another unit to go into the drop pods, I thought that pods taken as DT had to be occupied by the squad it belonged to.

About any deep striking nonsense, My thoughts are that I will try and wall in my tanks with infantry, using the 2 jamming beacons from the LSS's to create 2x 12 inch bubbles in front of my tanks and also deploying my scouts and marines as 2 lines in front and around my tanks. With my grav cents up front with He'stan as a meat shield. With some luck with terrain noting should be able to charge my tanks in CC first turn, shooting is harder to prevent but again with some luck I might get the 3+ cover save on tanks as well. But yeah the point is kinda to get my opponent to overextend in first turn to try and take out my tanks. Second turn I should have enough left to hold one key objective the whole game and move out from there to other objectives in late game.

When ignorance reigns, life is lost.  
   
Made in au
Crushing Black Templar Crusader Pilot






I'd honestly say drop the Vindicator, add in another Predator Tank with the same loadout as the other one. In my experience, Vindicators are very cool but rarely do enough damaged in order to be worth their points. That'll leave you with 25 Points to play around with how you please, though what you do with the Techmarine in terms of the Armoured Task Force will determine how you spend that 25 Points. For example, it may be wise try to figure out how you'll spend that 25 Points in helping your Techmarine stay mobile if it intends on moving forward (as opposed to staying back with the Whirlwinds).
   
 
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