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![[Post New]](/s/i/i.gif) 2018/09/02 04:35:25
Subject: [2000] - Salamanders Space Marines
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Powerful Ushbati
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THIS IS NOT A COMPETITIVE LIST. Please do not critique this on the grounds that it wouldn't work well at an LVO, Bay Open, or Adepticon type event. I already know that it! This is a fun list to play around the FLGS, possibly in smaller, local tournaments.
Battalion Detachment +5 Command Points
HQ:
1 X Terminator Captain
-Salamander's Mantle
-The Burning Blade (Replacing Power Sword)
-Storm Shield
1 X Terminator Librarian
-Force Sword
-Storm Bolter
1 X Terminator Chaplin
-Crozius Arcana
-Storm Bolter
Troops:
Tactical Squad (1 Sargent, 4 Marines)
-4 X Boltgun
-1 X Plasma Gun
Tactical Squad (1 Sargent, 4 Marines)
-4 X Boltgun
-1 X Plasma Gun
Tactical Squad (1 Sargent, 4 Marines)
-4 X Boltgun
-1 X Plasma Gun
Tactical Squad (1 Sargent, 4 Marines)
-4 X Boltgun
-1 X Plasma Gun
Elites:
Space Marine Apothecary
-Bolt Pistol
-Chain Sword
Terminator Assault Squad (1 Sargent, 4 Terminators)
-5 X Thunder Hammer
-5 X Storm Shield
Terminator Assault Squad (1 Sargent, 4 Terminators)
-5 X Thunder Hammer
-5 X Storm Shield
Terminator Assault Squad (1 Sargent, 4 Terminators)
-5 X Thunder Hammer
-5 X Storm Shield
Heavy Support:
Devastator Squad (1 Sargent, 4 Marines)
-3 X Lascannon
-1 X Heavy Bolter
-Cherub
Devastator Squad (1 Sargent, 4 Marines)
-3 X Lascannon
-1 X Heavy Bolter
-Cherub
Devastator Squad (1 Sargent, 4 Marines)
-3 X Lascannon
-1 X Heavy Bolter
-Cherub
If I did my math correct, this should come out to close to 2,000 Points.
Salamanders Chapter Tactics give each squad a free re-roll on a miss and a failed wound every turn. With the Librarian, you can buff the Captain to make him S8, T8, 6A. With the Sword having a -5, that can be some serious damage. Most of the army is darn hard to kill with a 3++ and with good positioning, the Devastators can snipe from relative safety. The Tactical Marines are harder to protect, so the idea is to just try and use them for objective holding and msu targets. 8 Command points to start, spending one to take an extra relic. The Hellfire Shells when mixed with the cherub and a signium make for a nasty 2d3 Mortal wounds at 36 inches of range, with almost no way to miss.
I would love to be able to bring a landraider, and if we bump the list up to 2.5K I can. But, I wonder what kinds of shuffling can be done to fit at least one, if not two into 2K?
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![[Post New]](/s/i/i.gif) 2018/09/03 04:34:28
Subject: [2000] - Salamanders Space Marines
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Powerful Ushbati
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No comment at all? No ideas or points?
Please let me know what you think, as I am open to changing the list if need be.
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This message was edited 1 time. Last update was at 2018/09/03 05:09:28
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![[Post New]](/s/i/i.gif) 2018/09/03 05:56:33
Subject: [2000] - Salamanders Space Marines
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Scuttling Genestealer
Waterloo
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Well to start it's kind of hard to give advice when the list is for fun. Being honest, if you're list is even somewhat competent you will be able to fun games with it.
As far as the list goes, I like it and I think it is quite fluffy. I'm not super sold on terminators competitively, and you have a bunch of them, but I'm sure in normal games they'll do fine. If it was my list I would:
- cut down on some of the terminators to give the marine squads transports (like razorbacks) but that's just my style. I really like having troops that can have a solid impact on the game.
- All the terminators dont need TH/SS. 15 Thunderhammers and 9 lascannons across the list is a bit much, and thats coming from a Space Wolves player who runs Long Fangs and Thunderwolves haha. Maybe take some lightning claws here and there?
- This kind of ties in with my second point, but a big horde army will give you trouble. You have some high strength melee and lascannons via the termies and devs, but hordes of guard or daemons will really bog this army down. This is why I think dropping a termie squad and perhaps one of the HQs and taking 3 assault cannon razorbacks would help you out.
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![[Post New]](/s/i/i.gif) 2018/09/03 11:24:36
Subject: [2000] - Salamanders Space Marines
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Eternally-Stimulated Slaanesh Dreadnought
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Salamander player here too...
Why bother spending a Command Point taking the Salamander's Mantle AND the Burning Blade? take one or the other.
Mix up TH/SS with LIghning Claws as Zavvy said. In 8th you keep on applying wounds to a single model till it dies then move on. So less Storm Shields needed.
With the Devs i'd cut down a lascannon on each squad and take another Heavy Bolter...OR change heavy bolters for missile launchers, more versatile.
Where is Apothecary going? Terminator Squads should be teleporting in to avoid slogging up the field....leaving the Apothecary healing..the devs?
Personally i'd cut down the amount of Terminators you're taking to 2 squads of 6, drop the Chaplain and take a Lieutenant to go with the Devs as then you're rerolling 1s to wound along with the single reroll to hit and wound for chapter tactic
Drop the Apothecary, and use remaining points to invest in a Razorback or other transport for your tacticals.
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![[Post New]](/s/i/i.gif) 2018/09/03 18:53:15
Subject: [2000] - Salamanders Space Marines
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Powerful Ushbati
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Zavvy wrote:Well to start it's kind of hard to give advice when the list is for fun. Being honest, if you're list is even somewhat competent you will be able to fun games with it.
As far as the list goes, I like it and I think it is quite fluffy. I'm not super sold on terminators competitively, and you have a bunch of them, but I'm sure in normal games they'll do fine. If it was my list I would:
- cut down on some of the terminators to give the marine squads transports (like razorbacks) but that's just my style. I really like having troops that can have a solid impact on the game.
- All the terminators dont need TH/ SS. 15 Thunderhammers and 9 lascannons across the list is a bit much, and thats coming from a Space Wolves player who runs Long Fangs and Thunderwolves haha. Maybe take some lightning claws here and there?
- This kind of ties in with my second point, but a big horde army will give you trouble. You have some high strength melee and lascannons via the termies and devs, but hordes of guard or daemons will really bog this army down. This is why I think dropping a termie squad and perhaps one of the HQs and taking 3 assault cannon razorbacks would help you out.
I was also considering dropping a Terminator squad, keeping them down to two. I could give each Sargent a pair of lightning Claws.
I was also considering bringing in some Razorbacks for my foot marines, I had considered just taking HB due to their cost. The transports in the Marine codex are stupidly expensive these days, a far cry from the 45 points of 7th edition. But AC can also be considered.
I was also toying around with the idea of dropping a squad of Devestators and knocking a laser cannon out of the other two squads, replacing it with a second HB or a Missile Launcher so that I could bring in my Raider. Then I'd put the Captain and the Librarian in with a squad of 5 termies and keep the other termie squad in deepstrike for some fun 2nd turn shenanigans.
A Venerable Dreadnought could also be a fun weapons platform to slide into one of the elite slots in place of the missing termie squad. Armed with an AC and Missile, or with a LC and Missile.
Most of my store plays MEQ's with a few eldar, tau, guard players in between. Automatically Appended Next Post: Corennus wrote:Salamander player here too...
Why bother spending a Command Point taking the Salamander's Mantle AND the Burning Blade? take one or the other.
Mix up TH/ SS with LIghning Claws as Zavvy said. In 8th you keep on applying wounds to a single model till it dies then move on. So less Storm Shields needed.
With the Devs i'd cut down a lascannon on each squad and take another Heavy Bolter...OR change heavy bolters for missile launchers, more versatile.
Where is Apothecary going? Terminator Squads should be teleporting in to avoid slogging up the field....leaving the Apothecary healing..the devs?
Personally i'd cut down the amount of Terminators you're taking to 2 squads of 6, drop the Chaplain and take a Lieutenant to go with the Devs as then you're rerolling 1s to wound along with the single reroll to hit and wound for chapter tactic
Drop the Apothecary, and use remaining points to invest in a Razorback or other transport for your tacticals.
Actually yes, the burning blade is kind of crap and I've already decided to just replace it with a hammer and shield. The apothecary was for the footslogging marines, a small attempt to keep them alive because they have only their 3+ to protect them.
A note on the HB in the dev squads, it's to make use of the signium + Hellfire + Cherub trick, a quick and easy 2d3 mortal wounds. But it only works once per squad. Automatically Appended Next Post: So a rework could be something like this.
Battalion: Salamanders 2,000 Points
HQ:
1 X Terminator Captain
-Salamanders Mantle
- TH/ SS
1 X Terminator Librarian
-Force Sword
- SB
2 X Lieutenant
- MC Boltgun
-Chain Sword
Troops:
Tactical Squad #1 (1 Sgt, 4 Marines)
-Boltgun (5)
Tactical Squad #2 (1 Sgt, 4 Marines)
-Boltgun (5)
Tactical Squad #3 (1 Sgt, 4 Marines)
-Boltgun (5)
Tactical Squad #4 (1 Sgt, 4 Marines)
-Boltgun (5)
Elites:
Terminator Squad #1 (1 Sgt, 5 Terminators)
-Sgt.Lightning Claws
-3 TH/ SS
-1 Lightning Claws
Terminator Squad #2 (1 Sgt, 5 Terminators)
-Sgt.Lightning Claws
-3 TH/ SS
-1 Lightning Claws
Heavy Support:
Devastator Squad #1 (1 Sgt, 4 Marines)
-Boltgun
-2 X LC
-1 X HB
-1 X ML
-Cherub
Devastator Squad #2(1 Sgt, 4 Marines)
-Boltgun
-2 X LC
-1 X HB
-1 X ML
-Cherub
Transport:
1 Landraider Redeember
-2 X Flamestorm Cannons
-1 X Twin AC
4 X Razorback
-Twin- AC
How does this look as a quick rewrite? Also, why are Missile Launchers the same price as LC? That makes no sense...
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This message was edited 2 times. Last update was at 2018/09/03 19:15:37
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![[Post New]](/s/i/i.gif) 2018/09/03 19:56:31
Subject: Re:[2000] - Salamanders Space Marines
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Sneaky Sniper Drone
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I saw a salamanders list at a local tourney that ran 99 space marines with 10 man devastators and a storm bolter for every sergeant. He had a combination of missiles, heavy bolters and lascanons in every squad. He split every non devastator squad. Dude went blow for blow with me at range and I played Tau, seemed like a strong list and it was cool as hell.
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![[Post New]](/s/i/i.gif) 2018/09/03 20:06:33
Subject: Re:[2000] - Salamanders Space Marines
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Powerful Ushbati
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exploited751 wrote:I saw a salamanders list at a local tourney that ran 99 space marines with 10 man devastators and a storm bolter for every sergeant. He had a combination of missiles, heavy bolters and lascanons in every squad. He split every non devastator squad. Dude went blow for blow with me at range and I played Tau, seemed like a strong list and it was cool as hell.
WOW! That sounds like my kind of list! Haha. How were you running your tau, if i might ask? Automatically Appended Next Post: Okay Gents!
Here is Draft #3 Please critique me!
Batallion: Salamanders Strike Force [2K Points, 8 Command Points]
HQ: (267)
Terminator Captian Mu'Shan (141)
-The Salamanders Mantle
-Thunder Hammer
-Storm Shield
Lieutenant Tal'sar (63)
-Master Crafted Boltgun
-Chain Sword
Lieutenant Vol'an (63)
-Master Crafted Boltgun
-Chain Sword
Troops: (361)
Tactical Squad "Firestorm" (1 Sgt. 4 Marines) (67)
-1 Storm Bolter (Sgt. Aldeberaan)
-4 Boltgun
Tactical Squad "Shadow Flame" (1 Sgt. 4 Marines) (67)
-1 Storm Bolter (Sgt. Antares)
-4 Boltgun
Tactical Squad "Ash Striders" (1 Sgt. 4 Marines) (80)
-1 Storm Bolter (Sgt. Dra'kor)
-4 Boltgun
Tactical Squad "Deathfire" (1 Sgt. 4 Marines) (80)
-1 Storm Bolter (Sgt. Rassilon)
-3 Boltgun
-1 Plasma
Tactical Squad "Iron Hail" (1 Sgt. 4 Marines) (67)
-1 Storm Bolter (Sgt. Tal'Mude
-4 Boltgun
Elites: (570)
Terminator Squad "Promethea" (1 Sgt. 5 Terminators) (285)
-1 Lightning Claws (Sgt. Mor'Athan)
-3 Thunder Hammer
-3 Storm Shield
-2 Lightning Claws
Terminator Squad "Nocturn" (1 Sgt. 5 Terminators) (285)
-1 Lightning Claws (Sgt. Gru'Shen)
-3 Thunder Hammer
-3 Storm Shield
-2 Lighting Claws
Heavy Support: (302)
Devastator Squad "Terminus" (1 Sgt. 4 Marines) (150)
-1 Boltgun (Sgt. Mau'idb)
-2 Lascannon
-1 Heavy Bolter
-1 Missile Launcher
-1 Cherub
Devestator Squad "Fire Lance" (1 Sgt. 4 Marines) (150)
-1 Boltgun (Sgt. Akkahn)
-2 Lascannon
-1 Heavy Bolter
-1 Missile Launcher
-1 Cherub
Transports: (517)
Razorback (Firestorm) (107)
-Twin Assault Cannon
-Storm Bolter
Razorback (Shadow Flame) (107)
-Twin Assault Cannon
-Storm Bolter
Razorback (Ash Striders) (107)
-Twin Assault Cannon
-Storm Bolter
Razorback (Deathfire) (107)
-Twin Assault Cannon
-Storm Bolter
Razorback (Iron Hail) (89)
-Twin Heavy Bolter
-Storm Bolter
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This message was edited 1 time. Last update was at 2018/09/03 21:42:55
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![[Post New]](/s/i/i.gif) 2018/09/04 00:21:11
Subject: [2000] - Salamanders Space Marines
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Scuttling Genestealer
Waterloo
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I like it! You'll definitely be able to hold your own against the vast majority of non super competitive lists and its pretty fluffy too.
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![[Post New]](/s/i/i.gif) 2018/09/04 03:12:49
Subject: [2000] - Salamanders Space Marines
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Powerful Ushbati
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Zavvy wrote:I like it! You'll definitely be able to hold your own against the vast majority of non super competitive lists and its pretty fluffy too.
Thanks! I like the idea of adding the Razorbacks a lot.
Still, I'm sad. So much of the line are so expensive points wise.
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![[Post New]](/s/i/i.gif) 2018/09/06 20:26:37
Subject: [2000] - Salamanders Space Marines
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Powerful Ushbati
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Zavvy wrote:I like it! You'll definitely be able to hold your own against the vast majority of non super competitive lists and its pretty fluffy too.
Do you think that 2 Lieutenants are too many for the army?
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![[Post New]](/s/i/i.gif) 2018/09/07 08:41:02
Subject: [2000] - Salamanders Space Marines
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Eternally-Stimulated Slaanesh Dreadnought
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No cause then you have one lieutenant holding back with the Devs and letting them reroll those fateful ones when you're trying to wound. and have the other in a nice bubble with the tacticals doing the same for their bolters. Automatically Appended Next Post: Just a question. how is your batallion getting 8 points? i thought it was 5
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This message was edited 1 time. Last update was at 2018/09/07 08:44:36
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![[Post New]](/s/i/i.gif) 2018/09/07 14:49:29
Subject: [2000] - Salamanders Space Marines
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Powerful Ushbati
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Corennus wrote:No cause then you have one lieutenant holding back with the Devs and letting them reroll those fateful ones when you're trying to wound. and have the other in a nice bubble with the tacticals doing the same for their bolters.
Automatically Appended Next Post:
Just a question. how is your batallion getting 8 points? i thought it was 5
Batallion = 5 and you get 3 just for being battleforged.
I sort of thought so. The hard part is that the 2nd Lt can't ride in a razorback. So I guess he will have to walk.
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This message was edited 1 time. Last update was at 2018/09/07 14:50:30
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![[Post New]](/s/i/i.gif) 2018/09/10 18:55:06
Subject: Re:[2000] - Salamanders Space Marines
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Sneaky Sniper Drone
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Togusa wrote: exploited751 wrote:I saw a salamanders list at a local tourney that ran 99 space marines with 10 man devastators and a storm bolter for every sergeant. He had a combination of missiles, heavy bolters and lascanons in every squad. He split every non devastator squad. Dude went blow for blow with me at range and I played Tau, seemed like a strong list and it was cool as hell.
WOW! That sounds like my kind of list! Haha. How were you running your tau, if i might ask?
All Tau sept.
++ Battalion Detachment +5CP (T'au Empire) [59 PL, 1176pts] ++
+ HQ +
Cadre Fireblade [2 PL, 42pts]: Markerlight
Commander Shadowsun [9 PL, 167pts]
+ Troops +
Strike Team [2 PL, 39pts]
. Fire Warrior Shas'ui: Markerlight, Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle
Strike Team [2 PL, 39pts]
. Fire Warrior Shas'ui: Markerlight, Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle
Strike Team [2 PL, 39pts]
. Fire Warrior Shas'ui: Markerlight, Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle
+ Elites +
XV104 Riptide Battlesuit [14 PL, 268pts]: 2x Smart missile system, Advanced targeting system, Heavy burst cannon
XV104 Riptide Battlesuit [14 PL, 268pts]: 2x Smart missile system, Advanced targeting system, Heavy burst cannon
+ Heavy Support +
XV88 Broadside Battlesuits [14 PL, 314pts]
. Broadside Shas'ui: 2x High-yield missile pod, 2x Smart missile system, Advanced targeting system, Seeker missile
. Broadside Shas'vre: 2x High-yield missile pod, 2x Smart missile system, Advanced targeting system, Seeker missile
++ Outrider Detachment +1CP (T'au Empire) [22 PL, 408pts] ++
+ HQ +
Commander in XV86 Coldstar Battlesuit [8 PL, 174pts]: 4x Fusion blaster
+ Fast Attack +
Pathfinder Team [3 PL, 52pts]
. Pathfinder: Markerlight
. Pathfinder Shas'ui: Markerlight
. 3x Pathfinder w/ Ion Rifle: 3x Ion rifle
Pathfinder Team [3 PL, 52pts]
. Pathfinder: Markerlight
. Pathfinder Shas'ui: Markerlight
. 3x Pathfinder w/ Ion Rifle: 3x Ion rifle
Tactical Drones [2 PL, 40pts]: 4x MV4 Shield Drone
Tactical Drones [2 PL, 40pts]: 4x MV4 Shield Drone
Tactical Drones [4 PL, 50pts]: 5x MV4 Shield Drone
++ Super-Heavy Auxiliary Detachment (T'au Empire) [20 PL, 416pts] ++
+ Lord of War +
KV128 Stormsurge [20 PL, 416pts]: 2x Airbursting fragmentation projector, Advanced targeting system, Cluster rocket system, Counterfire defence system, 4x Destroyer missile, Pulse driver cannon, 2x Smart missile system
++ Total: [101 PL, 2000pts] ++
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![[Post New]](/s/i/i.gif) 2018/09/10 21:50:25
Subject: Re:[2000] - Salamanders Space Marines
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Powerful Ushbati
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exploited751 wrote: Togusa wrote: exploited751 wrote:I saw a salamanders list at a local tourney that ran 99 space marines with 10 man devastators and a storm bolter for every sergeant. He had a combination of missiles, heavy bolters and lascanons in every squad. He split every non devastator squad. Dude went blow for blow with me at range and I played Tau, seemed like a strong list and it was cool as hell.
WOW! That sounds like my kind of list! Haha. How were you running your tau, if i might ask?
All Tau sept.
++ Battalion Detachment +5CP (T'au Empire) [59 PL, 1176pts] ++
+ HQ +
Cadre Fireblade [2 PL, 42pts]: Markerlight
Commander Shadowsun [9 PL, 167pts]
+ Troops +
Strike Team [2 PL, 39pts]
. Fire Warrior Shas'ui: Markerlight, Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle
Strike Team [2 PL, 39pts]
. Fire Warrior Shas'ui: Markerlight, Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle
Strike Team [2 PL, 39pts]
. Fire Warrior Shas'ui: Markerlight, Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle
+ Elites +
XV104 Riptide Battlesuit [14 PL, 268pts]: 2x Smart missile system, Advanced targeting system, Heavy burst cannon
XV104 Riptide Battlesuit [14 PL, 268pts]: 2x Smart missile system, Advanced targeting system, Heavy burst cannon
+ Heavy Support +
XV88 Broadside Battlesuits [14 PL, 314pts]
. Broadside Shas'ui: 2x High-yield missile pod, 2x Smart missile system, Advanced targeting system, Seeker missile
. Broadside Shas'vre: 2x High-yield missile pod, 2x Smart missile system, Advanced targeting system, Seeker missile
++ Outrider Detachment +1CP (T'au Empire) [22 PL, 408pts] ++
+ HQ +
Commander in XV86 Coldstar Battlesuit [8 PL, 174pts]: 4x Fusion blaster
+ Fast Attack +
Pathfinder Team [3 PL, 52pts]
. Pathfinder: Markerlight
. Pathfinder Shas'ui: Markerlight
. 3x Pathfinder w/ Ion Rifle: 3x Ion rifle
Pathfinder Team [3 PL, 52pts]
. Pathfinder: Markerlight
. Pathfinder Shas'ui: Markerlight
. 3x Pathfinder w/ Ion Rifle: 3x Ion rifle
Tactical Drones [2 PL, 40pts]: 4x MV4 Shield Drone
Tactical Drones [2 PL, 40pts]: 4x MV4 Shield Drone
Tactical Drones [4 PL, 50pts]: 5x MV4 Shield Drone
++ Super-Heavy Auxiliary Detachment (T'au Empire) [20 PL, 416pts] ++
+ Lord of War +
KV128 Stormsurge [20 PL, 416pts]: 2x Airbursting fragmentation projector, Advanced targeting system, Cluster rocket system, Counterfire defence system, 4x Destroyer missile, Pulse driver cannon, 2x Smart missile system
++ Total: [101 PL, 2000pts] ++
Very interesting, that is a polar opposite to how I run my tau!
So I played this list I made for the Salamanders twice this weekend, once against Death Guard and once against Dark Eldar (2K). I mopped the floor with the poor eldar, but I couldn't do anything to the Death Guard(1500). Over 75 shots in one turn and I was only able to put 5 wounds on Mortarion. I still think Primarchs do not belong in 40K...
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