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I'm a former WHFB player looking for advice on how to build a proper all-comers 2000pts Salamanders list that focuses first and foremost on shooting things off the board. Without further ado, let me introduce you the hottest crap I've come up with so far:
++ Battalion Detachment +5CP (Imperium - Space Marines) [473pts] ++
Spoiler:
**Chapter Selection**
Salamanders
+ HQ + Primaris Captain [92pts]: - Plasma pistol & Power fist, Frag & Krak grenades
Librarian in Phobos Armour [101pts]: - Bolt pistol & Power sword, Frag & Krak grenades, Camo cloak
- 2) Fire Shield, 4) Drakeskin
Disclaimer:Even though I've read the rules and watched some guides, I'm yet to play a single WH40k game, so there will probably be many mistakes. Please be gentle!
EDIT: - I ended up giving hellblasters the heavy plasma incinerators because, now that intercessors are more mobile, these guys can just sit back and blast things away supported by the captain. Speaking of wich, that guy now carries a power fist and a plasma pistol, no relic whatsoever.
- The biggest change however is the techmarine. Perhaps he's not worth the 2CP I spent on him, but that flat 3 repair and the constant +1 to hit aura...
- The remainder of the list is pretty much unchanged.
Thank you in advance.
This message was edited 1 time. Last update was at 2020/04/20 20:21:07
Quick question in the interests of providing feedback; you have all Primaris units listed outside of the Scouts. Is that coincidence or are you deliberately avoiding classic marine infantry/vehicles?
The Newman wrote: Quick question in the interests of providing feedback; you have all Primaris units listed outside of the Scouts. Is that coincidence or are you deliberately avoiding classic marine infantry/vehicles?
I don't mind including some classic models like scouts or the dreadnought chaplain, just don't wanna spend too much money on miniatures that look almost as dated as hunchback chaos warriors.
I ask because as much as I want to like the Redemptor and Executioner there are more points-efficient options.
I have two Executioners and I have a hard time putting them in lists when I can get more AT fire-power out of two Vindicators with 80 points left over for a Whirlwind.
I can never shake the feeling that the Redemptor is under-gunned. It's probably because it's weapon options are almost all heavy so it suffers a lot for firing on the move but it can't afford to stand still because of it's short weapon ranges. I have a Hurricane Bolter Ironclad and a Rifleman dread (aka twin-Las/twin-ACs) that both see more play than my Redemptors do. That said, if you're set on it you have it armed the right way.
I genuinely believe that the Autobolter is a better choice than the Bolt Rifle on Intercessors, I would at least try dropping the grenade launchers to afford upgrading both of those squads for a few games. Results may vary based on local meta obviously, but I need to move my Intercessors a lot to claim objectives and what-not.
No Primaris unit can ride in a classic transport.
Hellblasters are kind of in a bad place efficiency-wise too. I really don't get why the heavy ones cost more than the rapid fire ones, the penalty to hit more than offsets the extra range. If anything I tend to use the Assault version instead since they don't have to get within 15" to get both shots, but none of them feel like they're good against the meta.
Edit: The thing about Librarians is that unlike some other Marine characters you need to have a plan for what you want them to do if you want them to be worth their points. -1 to be hit, T9, and stacking a -3" to charge against it on a Repulsor is not a bad plan.
This message was edited 1 time. Last update was at 2020/04/14 01:06:12
You lose access to your "super doctrine" when you include any NON-Astartes model in your army. The assassin forfeits the Salamander's "Promethean Cult" ability. Be mindful.
Saythings wrote: You lose access to your "super doctrine" when you include any NON-Astartes model in your army. The assassin forfeits the Salamander's "Promethean Cult" ability. Be mindful.
Actually it's worse than that. If your army includes a single model that doesn't have the Doctrines ability and also isn't a SERVITOR or UNALIGNED, you lose the Doctrines ability altogether.
Edit: I'd be remiss if I didn't point out a flaw in my initial response. Two Vindicators and a Whirlwind might be more points-efficient than an Executioner on pure damage output, but that isn't everything. The Executioner has very good main gun range and FLY, and not being subject to pinning in melee is a hard thing to quantify but it definitely has value.
This message was edited 1 time. Last update was at 2020/04/14 17:11:04
The Newman wrote:I can never shake the feeling that the Redemptor is under-gunned. It's probably because it's weapon options are almost all heavy so it suffers a lot for firing on the move but it can't afford to stand still because of it's short weapon ranges. I have a Hurricane Bolter Ironclad and a Rifleman dread (aka twin-Las/twin-ACs) that both see more play than my Redemptors do. That said, if you're set on it you have it armed the right way.
To be honest, I put the redeptor on the list because I wanted a second sturdy vehicle and all other alternatives looked like the kind of stuff that I would catastrophically misuse. I'm fully open to suggestions here!
The Newman wrote:I genuinely believe that the Autobolter is a better choice than the Bolt Rifle on Intercessors, I would at least try dropping the grenade launchers to afford upgrading both of those squads for a few games. Results may vary based on local meta obviously, but I need to move my Intercessors a lot to claim objectives and what-not.
You're right. I'll give them auto bolt rifles, otherwise my army will be quite static.
Saythings wrote:
You lose access to your "super doctrine" when you include any NON-Astartes model in your army. The assassin forfeits the Salamander's "Promethean Cult" ability. Be mindful.
Thank you so much for pointing this out! I went through the rules and was fully convinced that when you add an IMPERIUM model as Auxiliary Support it has no side effects apart from the -1CP.
On the Redemptor, I don't necessarily have a better suggestion. I'm used to expecting Dreads to be good anti-armor pieces because the classic dreads can be set up that way and that's usually how I do it. ...if I'm being 100% honest I haven't actually tried the Plasma Annihilator on the Redemptor since the Icarus Pod got the +1D in codex 2.0, it might surprise me with the right support. It's issue was always not having enough AT shots (and the plasma gun doing my opponent's work for him) and the Pod having a real damage profile helps
On Autobolters, my advice would be try before you buy. My local group is pretty dedicated to scenario play and high terrain density to offset some of 40k's other flaws, if your group isn't you might get better mileage out of Bolt Rifles. I don't want to steer you into a weapon load that you'll regret later.
This message was edited 1 time. Last update was at 2020/04/16 15:55:34
I know you wanted the assassin in as a character deleter but as you lose a lot by taking him consider another squad of eleminators as they can target characters and two squads of them could put the hurt on some HQ
I've updated the list:
- Techmarine replaces vindicare assassin
- Intercessors now carry auto bolt rifles
- Hellblasters now carry heavy plasma incinerators
- Primaris captain now has power fist + plasma pistol but no relic
This message was edited 1 time. Last update was at 2020/04/20 20:25:58