Bounding Assault Marine
Providence, RI
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My Cadians are painted with dark skin to make them Noctournians. I'm aiming for Salamanders and their planetary brethren fighting together. Fluffy, but this is meant for tournaments. I need advice on the Salamander part of it.
Noctournian (Cadian) brigade: (This provides over 100 models and a lot of long range firepower.)
Company commander (Kurov's Aquila)
Company commander boltgun (sometimes the dagger of tu'sakh)
Company commander boltgun (relic of lost Cadia)
Infantry squad, plasma gun
Infantry squad, plasma gun, boltgun
Infantry squad, plasma gun, boltgun
Infantry squad, plasma gun, boltgun, mortar
Infantry squad, plasma gun, boltgun, mortar
Infantry squad, plasma gun, boltgun, mortar
Special weapon squad, 3 sniper rifles
Special weapon squad, 3 sniper rifles
Command squad, 4 sniper rifles
Command squad, 4 sniper rifles
Astropath
Rough riders, 2 plasma guns
Rough riders, 2 plasma guns
Scout sentinel, autocannon
Heavy weapon squad, 3 mortars
Heavy weapon squad, 3 mortars
Heavy weapon squad, 3 mortars
Leman Russ, plasma cannon sponsons
Basilisk
Elysian vanguard detachment: (These guys are essentially cheaper scions with BS 4+, but the whole detachment is 199 points! It's a steal for what they can provide, both in deterrence and firepower.)
Primaris psyker
Elysian special weapon squad, 3 plasma guns
Elysian special weapon squad, 3 plasma guns
Elysian special weapon squad, 3 plasma guns
Salamander spearhead detachment or battalion detachment:
Lieutenant, jump pack, teeth of terra (relic), storm bolter (80 points)
OPTIONAL!!! ADVISE!!!: Lieutenant, jump pack, power fist, storm bolter, armor indomitus (92 points)
Scouts, storm bolter
Scouts, storm bolter
Scouts, storm bolter, heavy bolter
Devastator squad, armorium cherub, lascannon, plasma cannon
Devastator squad, armorium cherub, lascannon, plasma cannon
Devastator squad, armorium cherub, missile launcher, plasma cannon
The devastators provide a lot of firepower that rarely misses. The salamander trait has done a lot for me here. The scouts can be cheap firepower, bubble wrap, and mortal wounds against elite folks in a pinch. Those mortal wounds from missile launchers and heavy bolters synergize nicely with salamander chapter tactics.
OK, so here's where I need help: The two lieutenants. I've found one to be fun, rushing up the board to take on the incoming hordes, chopping up approximately his point value, and then dying gloriously when his lack of an invulnerable save is exposed. But two? I wouldn't have added a second, but... 4 command points! Could two lieutenants, one better armored & one better armed work well as a team? Is the weapon configuration decent? If you spring for a captain, what do you drop? Someone with experience running melee characters, help! Advise me on how to make them effective. Thanks!
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