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Made in us
Adolescent Youth with Potential




Oregon

Flameblade Strike Force
Chapter Tactics: Salamanders


Core: Stormlance Battle Demi-Company (770pts)
-Captain (170pts): Artificer Armour, Digital Weapons, Combi-flamer, Relic Blade (MC), Jump Pack
-Devastator Squad (185pts): Missile Launcher (Frag & Krak) x4, Razorback: Heavy bolter (5 man)
-Assault Squad (85pts): Jump Packs, bolt pistol, chainsword (5 man)
-Tactical Squad (110pts): flamer, Rhino (5 man)
-Tactical Squad (110pts): flamer, Rhino (5 man)
-Tactical Squad (110pts): flamer, Rhino (5 man)

Auxillary: 1st Company Task Force (530pts)
-Sterguard Veteran Squad (165pts): combi-flamer x2, Drop Pod (5 man)
-Sterguard Veteran Squad (165pts): combi-flamer x2, Drop Pod (5 man)
-Sterguard Veteran Squad (165pts): combi-flamer x1, Heavy Flamer x1, Drop Pod (5 man)
Command: None

Formation Detachment
Chapter Tactics: Salamanders


Skyhammer Annihilation Force (551pts)[u]
-Assault Squad (139pts): Jump Packs: Sergeant: Power Sword: Marines: flamer x1, chain sword and bolt pistols (8 man)
-Assault Squad (139pts): Jump Packs: Sergeant: Power Sword: Marines: flamer x1, chain sword and bolt pistols (7 man)
-Devastator Squad (145pts): Multi-melta x4, Drop Pod (5 man)
-Devastator Squad (145pts): Multi-melta x4, Drop Pod (5 man)


Basic Idea is to hit hard and fast with 4 drop pods instantly arriving turn 1 along with 2 assault squads that can assault the turn they arrive. Lots of infantry killing with the flamers, and the 2 dev squads on average have been able to kill 1 vehicle each the turn they arrive. The rhinos and the rest of the force basically run like hell across the field to support the deep striking units and the last drop pod which is in reserve can be thought of as a just in case plan. If it comes in turn 2 that's great. Any turn after that place it near an objective they're trying to take or something. The best part of the 1st Company Task force is that technically their transports count towards the squad limit for their FEAR causing rule, so a nice bunched up deep strike is going to force a good amount of fear.

Sorry about the formatting errors!!!

This message was edited 1 time. Last update was at 2016/10/17 06:23:56


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

First, Welcome to Dakka.

Second, you might want to check the forum rules stickied to the top of the section. One of them is not to post individual upgrade costs. Unit totals are fine.

Third, I love battlescribe, but it’s output can be a mess. Makes it very hard to read your list. What I can grasp it looks fine, but the format makes it hard to look for small details.

   
Made in us
Leutnant





Louisville, KY, USA

Something like this for the layout...

Flameblade Strike Force
Chapter Tactics: Salamanders

'Stormlance Battle Demi-Company * (795pts)
- Captain (195pts): Artificer Armour, Digital Weapons, Storm Shield, The Salamander's Mantle, Thunder Hammer
- Assault Squad (85pts)
- Devastator Squad (185pts): Missile Launcher (Frag & Krak) x4, Razorback
- Tactical Squad (110pts): Flamer, Rhino
- Tactical Squad (110pts): Flamer, Rhino
- Tactical Squad (110pts): Flamer, Rhino

1st Company Task Force (485pts)
- Sternguard Veteran Squad (165pts): Combi-Melta x2, Drop Pod
- Sternguard Veteran Squad (165pts): Combi-Melta x2, Drop Pod
- Sternguard Veteran Squad (155pts): Heavy Flamer x1, Drop Pod

Formation
'Skyhammer Annihilation Force (568pts)
- Assault Squad (139pts): Flamer, 6 Marines, Sgt w/Power Sword
- Assault Squad (139pts): Flamer, 6 Marines, Sgt w/Power Sword
- Devastator Squad (145pts): Multi-melta x4, Drop Pod
- Devastator Squad (145pts): Multi-melta x4, Drop Pod
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Much better, thank you.

I might consider a basic demi-co to the stormlance. Most of your firepower is coming from the aux choice, and the doctrine/ObSec I think would serve you better. It would also mean your devs didn’t need to spent a turn disembarking.


Captain look OK. A generalist build.

I prefer LCs to MLs in dev squads. Especially with the number of flamers you are packing. In an 1,850 list you only have 3 sources of AV firepower, and this is one of them. If you are not going to be shooting frags, go for the dedicated anti tank fire. Another option would be to swap them for a pair of grav cannons in a rhino. Roll around shooting out the top hatch. Makes the fact that you need to start embarked a little less of an issue.

I’d like to see the assault marines better equipped, but don’t know where you’d get the points. Vet sarge, power weapon, pair of flamers.

Your tac squads feel very “tax” to me. I don’t see them getting much done on the battlefield.

If you want to burn things out with sternguard in pods, just go straight for the HF. Especially with the formation bonus. Save the combi spam for things like melta. Honestly, as much as I like these guys, I might drop the whole formation to reinforce other parts of the army.

Skyhammer is pretty mean. Not much to say here. Bumping them up to full squads would let you combat squad out and maximize some of the special rules.

   
 
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