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Made in au
Fresh-Faced New User




Apologies for the long post; skipping the explanations will make for a shorter read, obviously, and some of them are pretty obvious.

A couple of questions:

1) Is there enough scoring in this list?
2) Are hurricane bolters worth it on the Stormraven? 12 twin-linked bolter shots is nothing to sneeze at but an alternate way to spend those 30 points might be: a power weapon in the assault squad, and a flamer and combi-flamer in the raven squad. With the techmarine that could be 3 twin-linked (thanks to Salamanders) flamers directed at a unit camping an objective and some added punch for the ASM definitely can't hurt. My only real concern there is that getting the flamer squad in a good position might be difficult and that they could be better off hiding in the raven.
3) How do the Salamander chapter tactics interact with the servo-harness? Is the flamer twin-linked? Can I master-craft the whole harness (it's bought as one piece of wargear afterall) or only individual components eg. one servo arm?
4) Is there enough anti-armour? This new edition is pretty light on heavy armor, but I'm curious whether I have enough to deal with what I might see. A multi-melta attack bike might be a nice addition, but it would mean having to find points elsewhere.
5) Any other comments are appreciated. I'm not looking for a tournament list by any means but I'd like to have a fighting chance against most any enemy.

Again, apologies for the long post and I can edit out the explanations if that proves too annoying to read!

HQ (425)

Chapter Master with master-crafted power fist, bike, artificer armour, shield eternal (245)
Tanks for the bikers until he's close enough to break heads, preferably going after the enemy warlord or dangerous MCs

Chaplain with jump pack and master-crafted crozius (105)
Works as a force multiplier for the ASM, giving them some missing combat punch

Tech Marine with master-crafted servo-harness (75)

Bolsters the terrain in which the scout squad will be camping. Depending on the matchup can give the rhino melta squad some added punch, provide backline protection to the combat squad missile launcher or (most commonly) sit in the Stormraven for repair rolls and to give punch to the Tacticals inside if they choose to disembark


Troops (505)

10 Tactical Marines with plasmagun, master-crafted combi-plasma, missile launcher and rhino (215)
Usually combat squaded into a melta group and a backfield missile team which mans the quad gun

5 Tactical Marines with flamer and 1 master-crafted boltgun (75)
Sit in the Stormraven, allowing it to grab objectives late in the game

5 Scouts with camo cloaks, 4 sniper rifles and 1 master-crafted sniper rifle (70)
Difficult to dislodge backfield scoring, sit in bolstered terrain. In some cases man the quad gun where combat squading the 10 tacs is undesirable

5 Bikers with 2 grav guns and master-crafted combi-grav (145)
MC/heavy infantry hunters and fast scoring


Elites (295)

Dreadnought with twin-linked autocannon and twin-linked lascannon (130)
Sits behind the ADL, providing long-range fire support and capable of tying up large melee blobs

5 Legion of the Damned with meltagun, combi-melta and lascannon (165)
Very reliable deep-striking melta and a nuisance to dislodge, potentially securing linebreaker


Fast Attack (288)

9 Assault Marines with 2 flamers and master-crafted bolt pistol (163)
Provide either backfield protection for my own troops or dislodge the enemy's backfield, depending on the matchup

Stormtalon with skyhammer missiles (125)
Escorts the Stormraven to avoid my reserves coming in piecemeal, and provides excellent firepower for its cost


Heavy Support (230)

Stormraven with assault cannon, multi-melta, hurricane bolters and extra armour (235)

With the techmarine inside, is quite resilient (especially if the quad gun manages to get rid of other fliers before it comes on), and gives incredible firepower against almost any target (albeit at a short range)


Fortifications (100)

Aegis Defence Line with quad gun (100)

Targets fliers and transports, hoping to ensure aerial supremacy before my fliers come on


Total 1848

This message was edited 1 time. Last update was at 2013/11/12 03:18:56


 
   
Made in us
Infiltrating Broodlord





Oklahoma City

1) in most circumstances, yes, especially since in the game mode with the most objectives, your assault marines will be scoring

2) in my experience, no. For 30 points, it's a steal, but hurricane bolters really just confuse the Stormraven. It should be hunting armor, on the ground or in the air. It doesn't matter. If it has an AV of 12, 13 or 14, the Sr should be swooping in to wreck it. The Multimelta and Assault Cannon are great for that. PotMS is a bit wasted, but I believe you can fire 3 rockets in addition to your two weapons, in one turn, by utilizing it.

3) no friggin clue. I would assume it TLs the Flamer. Like I said. No idea

4) Very likely. Like I said, don't confuse the Stormraven. I'm not entirely convinced the Stormtalon is a good buy, but okay. The meltas in the rhino might be a little behind the curve, and might not make it to Melta range without losing their transport. Perhaps slap em in a drop pod instead?

5) comments? Stern guard. Probably the BEST carriers of Melta/Flamer in the game. Give 3 combi meltas, give 2 combi flamers, give one a heavy Flamer, grab some more Bolter chumps, stick em in a drop pod, wreak havoc. These guys will draw simply ridiculous amounts of firepower after they slag a tank and then proceed to roast hordes of infantry should they be left alone.

I like the layout, helps show what you were planning when you designed this list.
   
Made in au
Fresh-Faced New User




Thanks for the comments!

I love Sternguard (their fluff, models and rules) and will have 5 models since I plan on building my CM with bits from their box. A squad of 10 in a pod with 3 combi-melta and 2 heavy flamers combat squaded on arrival would be pretty deadly and would allow me to pod the 5 man melta tac and drop them on turn 2 which means they would avoid a heavy reprisal and possibly be in a position to deal some damage. It's a very pricy unit points wise but I think something I would field once I get my hands on a couple of pods. As far as units to drop, I'd probably lose the dread and the LotD. I think the Sternguard fill the gaps left behind by them while giving the list plenty more anti-horde (that said I'll be pretty bummed to shelf my vintage LotD models!).

Until I buy some pods, might the melta squad be better utilised as a flamer squad? Would that leave me a bit short on anti-tank?
   
Made in gb
Long-Range Ultramarine Land Speeder Pilot






Manchester, UK


I quite like this list, it seems fairly balanced.

Obviously some will disagree, but for friendly matches I reckon it's pretty good!

   
Made in au
Fresh-Faced New User




Thanks! That's more or less exactly what I was going for!

I've amended the original list slightly after realising I overcosted the dreadnought by 10 points. This lets me throw a flamer into the raven squad and give it extra armour. I also swapped the melta squad to plasma per bocatt's suggestions. I've decided to leave the hurricane bolters in for now but I plan on using magnets so I could reshuffle those 30 points to add an extra ASM or some squad upgrades.

Any opinions on the techmarine? Dropping him and the hurricanes would free up 105 points and I'm not sure if there might be a better use of the points. I like him in that he meshes nicely with any of my tac squads and can tank light arms fire with his 2+ while passing off killing shots with his 2+ LOS. His harness also means he's no slouch in combat or shooting standoffs. Not to mention the survivability he gives through Bolster and Blessing of the Omnissiah. Still, I could be better off with some more bodies.

This message was edited 1 time. Last update was at 2013/11/12 03:25:19


 
   
 
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