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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Vulkan He'stan<br /> @ 190 pts.<br /> <br /> TROOPS<br /> <br /> Tactical Squad ( x 10 )<br /> - Meltagun <br /> - Multi-Melta <br /> - Combi-Melta <br /> - Drop Pod<br /> @ 220 pts. ( 22 pts. / model )<br /> <br /> Tactical Squad ( x 10 )<br /> - Meltagun <br /> - Multi-Melta <br /> - Combi-Melta <br /> - Rhino<br />     - Dozer Blade<br /> @ 225 pts. ( 23 pts. / model )<br /> <br /> Tactical Squad ( x 10 )<br /> - Meltagun <br /> - Multi-Melta <br /> - Combi-Melta <br /> - Rhino<br />     - Dozer Blade<br /> @ 225 pts. ( 23 pts. / model )<br /> <br /> <br /> FAST ATTACK<br /> <br /> Land Speeder<br /> - Multi-Melta<br /> @ 60 pts.<br /> <br /> Land Speeder<br /> - Multi-Melta<br /> @ 60 pts.<br /> <br /> Land Speeder<br /> - Multi-Melta<br /> @ 60 pts.<br /> <br /> <br /> ELITES<br /> <br /> Ironclad Dreadnought<br /> - <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span> + Meltagun<br /> - <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span> + Heavy Flamer ( replacing Storm Bolter )<br /> - Drop Pod<br /> @ 180 pts.<br /> <br /> Ironclad Dreadnought<br /> - <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span> + Meltagun<br /> - <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span> + Heavy Flamer ( replacing Storm Bolter )<br /> - Drop Pod<br /> @ 180 pts.<br /> <br /> Assault Terminators ( x 5 )<br /> - T-Hammer/S-Shield * 4<br /> - Paired Lightning Claws * 1<br /> @ 200 pts. ( 40 pts. / model )<br />    - Land Raider Redeemer ( Dedi )<br />     - Multi-Melta<br />     - @ 250 pts.<br /> <br /> <br /> <br /> HEAVY SUPPORT<br /> <br /> Vindicator<br /> - Siege Armour<br /> @ 125 pts.  <br /> <br /> Vindicator<br /> - Siege Armour<br /> @ 125 pts. <br /> <br /> <br /> <br /> Total: <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> + Troops + Elites + Fast Attack + Heavy Support = 190 + 670 + 710 + 180 + 250 = 2000 pts.<br /> </div></blockquote><br /> <br /> <br /> Really liking the Godhammer, but Vulkan really doesn't have anywhere else to go, and the Land Raider Redeemer is already a prime target; they get their junk trashed far too often for my liking.  My aim is to increase threat density overall by diversifying.  I am liking the look of a third Vindi, or possibly a Dakka Pred, since I don't have any <span class="glossaryitem" onmouseover='gp(336);'>HF</span> Speeders.<br /> <br /> List aims to close quickly while I drop double Dreads unsupported.  A shaky move in 2000 points, considering the amount of anti-tank most units are toting, but I have the option of dropping around the centre to camp objectives and increase my rolling wall of 13 <span class="glossaryitem" onmouseover='gp(9);'>AV</span>, as well as dropping a Tact Squad to deny flank.  Speeders are there for fast anti-tank, to deny flank with Dpod Tact Squad, and for reserves against gunlines or a shooty list with second turn.  Dozers on Rhinos is really kind of silly, but this list definitely aims for first turn twelve inch advance, and I had the points to spare.  The list is quite light on <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>/Troops, but I am pretty smart about my combat squadding.<br /> <br /> Again, to reiterate, I'm looking for a way to diversify my threats and decentralize my points cost.  Godhammer is amazing, but I am hooped if my Raider gets popped.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 19 Mar 2010 11:35:47]]> GMT</pubDate>
				<author><![CDATA[ Uncoordinated]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ Nobody has comments on this list?  I didn't realize it was that bad..]]></description>
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				<pubDate><![CDATA[Sat, 20 Mar 2010 21:21:36]]> GMT</pubDate>
				<author><![CDATA[ Uncoordinated]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ I'd take melta guns on the ironclads and I'm not a big fan of <span class="glossaryitem" onmouseover='gp(330);'>MM</span> on <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, but that's my personal preference.<br /> <br /> As you pointed out, there is a risk that you're delivering your list piecemeal to your opponent. Otherwise it looks good to me.]]></description>
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				<pubDate><![CDATA[Sat, 20 Mar 2010 23:00:46]]> GMT</pubDate>
				<author><![CDATA[ Shrubs]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ <blockquote><div><cite>Shrubs wrote:</cite>I'd take melta guns on the ironclads and I'm not a big fan of <span class="glossaryitem" onmouseover='gp(330);'>MM</span> on <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, but that's my personal preference.</div></blockquote><br /> <br /> I usually combat squad them, leaving 4 Rines with a <span class="glossaryitem" onmouseover='gp(330);'>MM</span> to footslog and hold down objectives, while my Meltagun/Combi-Melta Sgt. roll up in the Rhino.  I combat squad pretty aggressively, which doesn't always work out for me.  Ideally I would like to keep a full-strength Tact squad to roll across the map with, so I am thinking about switching to a Flamer/Combi-Flamer/Heavy Weapon squad that I don't have to combat squad to get maximum effectiveness.  Unfortunately, none of the other options seem super-amazing, except maybe some more long-range firepower in the form of Lascannons.<br /> <br /> I'm finding issues with horde lists, and I know my melta/flamer balance is out of whack.  But I enjoy the opportunity to do so because of my Dpod allowing me a free 12" advance, unless they choose to ignore Dreads.  I don't want to split my squads in terms of melta/flamer ( like, getting meltagun/combi-flamer ), but I don't want to allow the opponent to pick off the Rhinos with my Melta units in them either.  How do I get more Flamer?!  ]]></description>
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				<pubDate><![CDATA[Sat, 20 Mar 2010 23:59:08]]> GMT</pubDate>
				<author><![CDATA[ Uncoordinated]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ You could put <span class="glossaryitem" onmouseover='gp(336);'>HF</span>'s on the Speeders. Not sure where you could get the points from though <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 21 Mar 2010 00:04:46]]> GMT</pubDate>
				<author><![CDATA[ Shrubs]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ Its a decent list.<br /> I'd give the Speeders multi-meltas and heavy flamers. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 21 Mar 2010 07:58:45]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ Vindicators just aren't reliable. They can get their pts back in one shot - if you're lucky - but that doesn't happen. For example; if you have a raider and a vindy, the vindy'll go down first. So I'd definitely drop them. You need to maximize Vulcan's abilities, so I'd recommend putting him in a pod with 10 sternguard w/ 2 heavy flamers, 5ish combi melta's, maybe throw in a few combi-flamers or plasma's. <span class="glossaryitem" onmouseover='gp(325);'>Tbh</span>, you may as well drop the <span class="glossaryitem" onmouseover='gp(330);'>MM</span>'s on the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads. They need to be mobile. Give 'em Lascannons or Plasma cannons, making your rhino's moving firebases. Maybe drop an Ironclad, because you're right it is risky - a bit too risky!<br /> As for the speeders - you're taking them seperately! That's three easy kill points! Take them as one squad if you have to, as just one melta probably won't kill much, so this will maximize and focus their shootyness. Also, the rest of your army is shooting as well, don't forget that. You definitely need to get a raider of some sort, with extra armour, stick your termies in with a librarian termy with a <span class="glossaryitem" onmouseover='gp(221);'>SS</span>, null zone and Gate of infinity. Or you could switch out <span class="glossaryitem" onmouseover='gp(427);'>GoI</span> for Might of the Ancients - personally I would take MotA because <span class="glossaryitem" onmouseover='gp(87);'>LR</span>'s are fairly reliable, but it's the risk you take, right? Null zone is a must for the chance daemon army. I have a vulcan list on here somewhere, go check it out for pointers if you want ;D ]]></description>
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				<pubDate><![CDATA[Sun, 21 Mar 2010 10:24:34]]> GMT</pubDate>
				<author><![CDATA[ Darkvoidof40k]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ <blockquote><div><cite>wuestenfux wrote:</cite>Its a decent list.<br /> I'd give the Speeders multi-meltas and heavy flamers. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> <br /> What would you suggest I cut for the extra <span class="glossaryitem" onmouseover='gp(336);'>HFs</span>?  I would probably only add them to two/three, so I could cut the third Speeder and sink some points into vehicle upgrades..<br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite><br /> Vindicators just aren't reliable. They can get their pts back in one shot - if you're lucky - but that doesn't happen. For example; if you have a raider and a vindy, the vindy'll go down first. So I'd definitely drop them. You need to maximize Vulcan's abilities, so I'd recommend putting him in a pod with 10 sternguard w/ 2 heavy flamers, 5ish combi melta's, maybe throw in a few combi-flamers or plasma's.<br /> </div></blockquote><br /> <br /> If I did put him in a Dpod, I'd need an additional Pod for first turn 3-Drop.  What would you recommend I cut for Sternguards?  A fully kitted out squad of them is probably somewhere in the 300's.. so not even dropping a Dread from my list will make the room.  Also, I like pairs.  If I drop a Dread, I would have to drop the other one and replace it completely.  <br /> <br /> If I cut a Vindi, I'd probably have to cut both.  Dakka Preds are an option, but don't really emphasize Vulkan's Chapter Tactics replacement well.  I will not take Las Preds.  Auto/Las Preds seem to be more transport hunting, which I don't really have an issue with since my goal is running my guys straight up to meet them anyway.  I would ideally like to keep my 13+ <span class="glossaryitem" onmouseover='gp(9);'>AV</span> screen for my Rhinos, but Preds and Vindis seem the only option available to me.  I could grab another Raider with the points, but I don't have anything to transport in it.<br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite><br /> <span class="glossaryitem" onmouseover='gp(325);'>Tbh</span>, you may as well drop the <span class="glossaryitem" onmouseover='gp(330);'>MM</span>'s on the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads. They need to be mobile. Give 'em Lascannons or Plasma cannons, making your rhino's moving firebases. Maybe drop an Ironclad, because you're right it is risky - a bit too risky!<br /> </div></blockquote><br /> <br /> Noted.  Probably gonna give them Lascannons, in that case.  Again, I should probably say I plan on keeping one <span class="glossaryitem" onmouseover='gp(330);'>MM</span> squad to combat squad at home and hold down the fort vs. enemy Dpod lists or flying dudes.<br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite><br /> As for the speeders - you're taking them seperately! That's three easy kill points! Take them as one squad if you have to, as just one melta probably won't kill much, so this will maximize and focus their shootyness. Also, the rest of your army is shooting as well, don't forget that.<br /> </div></blockquote><br /> <br /> I take them as three because I like having the option of reserving as many as I want to Deep Strike later on.  Fast Skimmers with <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> are an easy way to pop heavy enemy armor or <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> from <span class="glossaryitem" onmouseover='gp(471);'>DS</span>.  Kill points problem is definitely noted, but the fact that I can move and shoot separately is a big deal.  Since <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> are mostly going to be firing at enemy armour or big guys anyway, it really doesn't matter that I don't overwhelm them with wounds from one squad.<br /> <br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite><br />  You definitely need to get a raider of some sort, with extra armour, stick your termies in with a librarian termy with a <span class="glossaryitem" onmouseover='gp(221);'>SS</span>, null zone and Gate of infinity. Or you could switch out <span class="glossaryitem" onmouseover='gp(427);'>GoI</span> for Might of the Ancients - personally I would take MotA because <span class="glossaryitem" onmouseover='gp(87);'>LR</span>'s are fairly reliable, but it's the risk you take, right? Null zone is a must for the chance daemon army. I have a vulcan list on here somewhere, go check it out for pointers if you want ;D </div></blockquote><br /> <br /> I have a Raider.  It's listed under the Godhammer squad because it's Dedi and I wanted to let everyone know I had a Heavy slot open.  I could easily drop Dozers from Rhinos and something else for Extra Armor.  I do like Gate Librarians, but I normally pair them with Sternguard in a more dedicated Dpod list to maximize Gate's effect.  I agree that a Librarian would definitely be my second <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice, as I can stick them with so many squads.  ]]></description>
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				<pubDate><![CDATA[Sun, 21 Mar 2010 13:38:35]]> GMT</pubDate>
				<author><![CDATA[ Uncoordinated]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ Oh, didn't see the raider. With Vulcan lists, either take 6 Dreads with <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> or none at all. Simple as, and also on the note of vindy's, they don't need to die to be useless - bye bye Demolisher cannon and it's over. Seriously, though, 3 separate speeders is a terrible idea. Your opponent will have to kill all three to get 1 kill point, and with their mobility they might kill 2 or 3 tanks if they have <span class="glossaryitem" onmouseover='gp(330);'>MM</span>'s! As for holding objectives, a Lascannon is even more necessary than for the mobile squads! But it's much better to save the points and just buy 5 scouts with camo cloaks, sniper rifles and 1 missile launcher. Roughly 100pts to sit on an objective deep in cover - one of the best idea's for marines, and it opens up a lot of points. Also, instead of speeders, you could take the slightly less user-friendly but no less effective Attack Bike duo squads. I.e. they could charge a guardsman squad and wipe it out, and even kill a few leman russ' or land raiders! But either way, Sternguard are seriously, the best option for this list! Sure, it clocks in at an average of 335pts, with a powerfist, 5 or more combi weapons, melta bombs and two heavy flamers + pod + vulcan, but it is worth it! It can come down, take out a vehicle or just use their own special ammunition, bust squads with their flamers (Stealers, Tau, Guard - they're all screwed against this, remember you have 3 in that squad re-rolling to wound!). They can receive a charge well and give a hard charge back, as they're still veterans. <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 9, 10 with Vulcan, means they can get right in their and stand firm. Also, they probably won't take much tests from <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as they are, while not <span class="glossaryitem" onmouseover='gp(19);'>CC</span> beasts, still very decent in an assault. <br /> <br /> Oh yeah, back to vindies, none is better than 1! If you do take them, take 3 with a techmarine behind them. But it just isn't a safe bet! 13 front is nice, but 24" means you'll expose your side most of the time. So drop them all. Also, include atleast 1 plasma cannon, because 1 lil' pie plate can change a game - 1 lucky shot could take out 5 terminators, which is a big thing. Also, get a Powerfist, Meltabombs and a combi-melta on each sergeant (except maybe the scouts, i.e. if they do get into assault they're screwed anyway :/) <br /> <br /> Definitely in with the Librarian.<br /> <br /> Also, something you may not have considered is land speeder storms. Here's a link to my 1750pts list, hopefully, and most likely, it'll give you some idea's to refine your list more to tourny standards.<br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/282793.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/282793.page</a>]]></description>
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				<pubDate><![CDATA[Sun, 21 Mar 2010 14:04:23]]> GMT</pubDate>
				<author><![CDATA[ Darkvoidof40k]]></author>
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				<title>Re:Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ It's a pretty good list. Armies like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> AirCav, Mech Eldar and Mech Dark Eldar are going to run rings around you though, as you have no long range weapons at all.<br /> <br /> Those Land Speeders need Heavy Flamers, for dualities sake, and so the speeders don't become useless after loosing one weapon.<br /> One Land Raider paints itself as a pretty big target at 2000 points, to be honest I'd go with two or none at all.<br /> I'd consider taking a Librarian at this points level, perhaps in another Land Raider full of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators.<br /> <br /> Edit: Oh dear...<br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite>Seriously, though, 3 separate speeders is a terrible idea. Your opponent will have to kill all three to get 1 kill point, and with their mobility they might kill 2 or 3 tanks if they have <span class="glossaryitem" onmouseover='gp(330);'>MM</span>'s!</div></blockquote>Horrible advice. Taking the speeders as separate choices is far better than clumping them into a single squadron. That way, they can take on multiple threats, aren't as vulnerable to blast templates, aren't as vulnerable to multiple shot-high strength weapons (such as autocannons, assault cannons) and don't die on a 4+. Unless you want to take more than 3 and don't need the <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slots, there is literally no reason to put them in squadrons.<br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite>But it's much better to save the points and just buy 5 scouts with camo cloaks, sniper rifles and 1 missile launcher. Roughly 100pts to sit on an objective deep in cover - one of the best idea's for marines, and it opens up a lot of points.</div></blockquote>Not needed at all. Combat Squads can perform the exact same function for roughly the same price, have a better armour save, better <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, and can take a missile launcher for free. Besides, he has a Tactical Squad in a drop pod that he can use to claim objectives if need be.<br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite>Also, get a Powerfist, Meltabombs and a combi-melta on each sergeant (except maybe the scouts, i.e. if they do get into assault they're screwed anyway :/)</div></blockquote>I completely disagree. Tactical squads don't need Powerfists in a Vulkan list that is already full of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators. Tactical squads don't win games, they are there to provide fire support, there's no point in spending points on upgrades that they are never going to use.<br /> <br /> Don't take Sternguard in a Drop Pod in this list, they just don't fit. The Ironclads should do fine as long as you play them sensibly.]]></description>
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				<pubDate><![CDATA[Sun, 21 Mar 2010 14:10:34]]> GMT</pubDate>
				<author><![CDATA[ unbeliever87]]></author>
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				<title>Re:Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ EDIT:  Whoops, missed your post there, Darkvoid.<br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite><br /> Oh, didn't see the raider. With Vulcan lists, either take 6 Dreads with <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> or none at all. Simple as, and also on the note of vindy's, they don't need to die to be useless - bye bye Demolisher cannon and it's over. <br /> </div></blockquote><br /> <br /> I had the idea for Dread spam Vulkan lists, since Ironclads are AMAZING.  Except for the fact that more mobile armies tend to wipe the board with me, and I need to table for the win.  Also because new <span class="glossaryitem" onmouseover='gp(10);'>BA</span> 'Dex is out, and they probably have advantage here.<br /> <br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite><br /> Seriously, though, 3 separate speeders is a terrible idea. Your opponent will have to kill all three to get 1 kill point, and with their mobility they might kill 2 or 3 tanks if they have <span class="glossaryitem" onmouseover='gp(330);'>MM</span>'s!<br /> </div></blockquote><br /> <br /> Noted again.  I will most likely consolidate them into two <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slots of two each, or just one of three, depending on my final number.<br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite><br /> As for holding objectives, a Lascannon is even more necessary than for the mobile squads! But it's much better to save the points and just buy 5 scouts with camo cloaks, sniper rifles and 1 missile launcher. Roughly 100pts to sit on an objective deep in cover - one of the best idea's for marines, and it opens up a lot of points. <br /> </div></blockquote><br /> <br /> I like it, but it doesn't emphasize Vulkan's awesome special ability.  I also play Raven Guard, so I know what kind of damage Scouts with 3+ cover can do.  A viable option though.<br /> <br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite><br /> Also, instead of speeders, you could take the slightly less user-friendly but no less effective Attack Bike duo squads. I.e. they could charge a guardsman squad and wipe it out, and even kill a few leman russ' or land raiders! <br /> </div></blockquote><br /> <br /> Thought about it.  See comment further down the post.  Basically came down to Speeder vs. MMABs, and I picked Speeders because three just gave me 2000 pts. spot on.<br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite><br /> But either way, Sternguard are seriously, the best option for this list! Sure, it clocks in at an average of 335pts, with a powerfist, 5 or more combi weapons, melta bombs and two heavy flamers + pod + vulcan, but it is worth it! It can come down, take out a vehicle or just use their own special ammunition, bust squads with their flamers (Stealers, Tau, Guard - they're all screwed against this, remember you have 3 in that squad re-rolling to wound!). They can receive a charge well and give a hard charge back, as they're still veterans. <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 9, 10 with Vulcan, means they can get right in their and stand firm. Also, they probably won't take much tests from <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as they are, while not <span class="glossaryitem" onmouseover='gp(19);'>CC</span> beasts, still very decent in an assault. <br /> </div></blockquote><br /> <br /> I really do like Sternguard man, and I see your list.  I am just hesitant about dropping my Ironclads for them, since that means they'll be dropping in unsupported.  I could take out my Godhammer, but then I would have no use for a Raider apart from 14 <span class="glossaryitem" onmouseover='gp(9);'>AV</span> ( a big reason, but I do like using my Raiders to maximum effect ).  However.. it would free up enough room to squeeze in a Sternguard AND a pimpin' <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.  But you disagree with halfsies Dread lists.. so I don't know how I feel about dropping my Sterns without armour backup.<br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite><br /> Oh yeah, back to vindies, none is better than 1! If you do take them, take 3 with a techmarine behind them. But it just isn't a safe bet! 13 front is nice, but 24" means you'll expose your side most of the time. So drop them all. Also, include atleast 1 plasma cannon, because 1 lil' pie plate can change a game - 1 lucky shot could take out 5 terminators, which is a big thing. Also, get a Powerfist, Meltabombs and a combi-melta on each sergeant (except maybe the scouts, i.e. if they do get into assault they're screwed anyway :/) <br /> </div></blockquote><br /> <br /> I have tried triple Vindi spam.  I could do it in this list by cutting from Elites quite easily.  In fact, my 1500 pts. Salamander list uses triple Vindis!  I will consider.  What do you think I should remove for your proposed add-ins?<br /> <br /> Fist is debatable.  Definitely my first pick ( after combi-meltas, which I have already ) for Sgt. upgrades, since that means I can take on <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>/walkers in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, if they somehow survive to get that close.  <span class="glossaryitem" onmouseover='gp(254);'>MBs</span>, possibly, but I don't feel I really need them, since I can glance/pen any non-walker vehicle to death with Kraks, barring Monoliths.  Walkers pose a true issue for me, but most people don't like to get so close to so many meltas, especially with Dpod Assault ( the most common Dread list I see ).<br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite><br /> Definitely in with the Librarian.<br /> </div></blockquote><br /> <br /> Me too!  Need to figure out what to cut D:<br /> <br /> <blockquote><div><cite>Darkvoidof40k wrote:</cite><br /> Also, something you may not have considered is land speeder storms. Here's a link to my 1750pts list, hopefully, and most likely, it'll give you some idea's to refine your list more to tourny standards.<br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/282793.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/282793.page</a><br /> </div></blockquote><br /> <br /> Thanks for the link.  To offer some humble criticism, I am a bit leery of the Las Pred, but it is definitely a very strong roving firebase.  <br /> <br /> As I said above, I also play Raven Guard.  I use Storms pretty often in combination with min'd <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Scout squads, or just in general.  They work very well, but I don't have enough Scout squads to guarantee that the Storm would be made a primary target, even though it is a flying transport with strong Heavy Weapon options.<br /> <br /> <blockquote><div><cite>unbeliever87 wrote:</cite>It's a pretty good list. Armies like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> AirCav, Mech Eldar and Mech Dark Eldar are going to run rings around you though, as you have no long range weapons at all.<br /> <br /> Those Land Speeders need Heavy Flamers, for dualities sake, and so the speeders don't become useless after loosing one weapon.<br /> One Land Raider paints itself as a pretty big target at 2000 points, to be honest I'd go with two or none at all.</div></blockquote><br /> <br /> I tried to include Speeders for that very reason, but I can see what you're getting at.  What would you suggest I cut for an improvement on this?  <br /> <br /> My idea would probably be to cut the Dpodded Ironclads ( even though I really like them ), convert my Dpod Tact to Rhino ( easy ), and consolidate my Speeders into one or two squads and add <span class="glossaryitem" onmouseover='gp(336);'>HFs</span>.  Then either more Speeders, or MMABs, which fit very well with the theme of my Meltaspam list, and was a close contender vs. Speeders.  Speeders won simply because it gave more tactical options with reliable reserves + <span class="glossaryitem" onmouseover='gp(471);'>DS</span>, in combination with Dpods.  <br /> <br /> I am working on the long-range issue.  Probably by giving my Tact squads Las instead of <span class="glossaryitem" onmouseover='gp(330);'>MM</span>.  Also, cutting Vindis in place for Raiders is pretty easy, or I could go easy on the <span class="glossaryitem" onmouseover='gp(35);'>FA</span> and add only one or two more Speeders, and then stick in another Raider.  The thing is, I don't want to have two Godhammer squads, so I need something to stick inside.  Thoughts?]]></description>
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				<pubDate><![CDATA[Sun, 21 Mar 2010 14:26:49]]> GMT</pubDate>
				<author><![CDATA[ Uncoordinated]]></author>
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				<title>Re:Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ I made some changes to my original post above.<br /> <br /> Changing the Redeemer to a regular Godhammer and taking Lascannons on the Tactical Squads would be a great start to give you more lang range firepower.<br /> <br /> Adding a second Land Raider is pretty easy for you here; drop the Ironclads and Vindicators, then take another squad of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators with a Crusader or a Redeemer. Then if you can find the points, add in a Librarian in <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> w/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>, stick him inside the Godhammer and stick Vulkan inside the Crusader/Redeemer.]]></description>
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				<pubDate><![CDATA[Sun, 21 Mar 2010 14:51:47]]> GMT</pubDate>
				<author><![CDATA[ unbeliever87]]></author>
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				<title>Re:Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ <blockquote><div><cite>unbeliever87 wrote:</cite><br /> Horrible advice. Taking the speeders as separate choices is far better than clumping them into a single squadron. That way, they can take on multiple threats, aren't as vulnerable to blast templates, aren't as vulnerable to multiple shot-high strength weapons (such as autocannons, assault cannons) and don't die on a 4+. Unless you want to take more than 3 and don't need the <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slots, there is literally no reason to put them in squadrons.<br /> </div></blockquote><br /> <br /> It seems we have a disagreement in choice here.  I have no qualms about testing both.  I feel that both of you raise a valid point, and my first order of business is testing squads of two each.  I think it's a good compromise between tactical flexibility and <span class="glossaryitem" onmouseover='gp(316);'>KP</span> reduction, and it allows me to take another option in my <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slot.<br /> <br /> <blockquote><div><cite>unbeliever87 wrote:</cite><br /> Not needed at all. Combat Squads can perform the exact same function for roughly the same price, have a better armour save, better <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, and can take a missile launcher for free. Besides, he has a Tactical Squad in a drop pod that he can use to claim objectives if need be.<br /> </div></blockquote><br /> <br /> I do Dpod camp objectives quite often.  It's just a sensible thing to do, and creates more armor for my opponent to remove while I am rolling up in Rhinos.  So much so that I've even debated grabbing Deathwind Launchers on them to make them a serious target, and deterrence to horde after I pop transports with Ironclads.<br /> <br /> <blockquote><div><cite>unbeliever87 wrote:</cite><br /> I completely disagree. Tactical squads don't need Powerfists in a Vulkan list that is already full of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators. Tactical squads don't win games, they are there to provide fire support, there's no point in spending points on upgrades that they are never going to use.<br /> </div></blockquote><br /> <br /> Yes, I do tend to play very conservatively with my Tact squads, even though I've stated multiple times that I quite often run my vehicles up 12" first turn.  I don't run very many Troops options at this points level, and getting my guys locked in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with ANYTHING mechanized is pretty stupid with the amount of melta I have.  I have issues with <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> right now, yes, but Godhammer is a pretty big deterrent for anything like that.<br /> <br /> <blockquote><div><cite>unbeliever87 wrote:</cite><br /> Don't take Sternguard in a Drop Pod in this list, they just don't fit. The Ironclads should do fine as long as you play them sensibly.</div></blockquote><br /> </div></blockquote><br /> <br /> I shall see about the Ironclads.  It would probably be the easiest cut after removing Dozers, since the rest of my stuff is tied down in essentials, and it's either that or Vindis.  <br /> <br /> <blockquote><div><cite>unbeliever87 wrote:</cite><br /> Changing the Redeemer to a regular Godhammer and taking Lascannons on the Tactical Squads would be a great start to give you more lang range firepower.<br /> </div></blockquote><br /> <br /> Sorry, I'm afraid I don't follow this quite.  It seems I have mistaken the definition of a Godhammer, since I always assumed it was just <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Termies in a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>.  I like the look of Las on my Tact right now.  Cutting Dozers gives me one, and I am sure I can find something to shave off for another.<br /> <br /> <blockquote><div><cite>unbeliever87 wrote:</cite><br /> Adding a second Land Raider is pretty easy for you here; drop the Ironclads and Vindicators, then take another squad of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators with a Crusader or a Redeemer. Then if you can find the points, add in a Librarian in <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> w/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>, stick him inside the Godhammer and stick Vulkan inside the Crusader/Redeemer.<br /> </div></blockquote><br /> <br /> Ah, another squad of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Termies.  Works out quite nicely in terms of points, actually.  I would be more inclined to move to MMABs over Land Speeders, in that case.  Although I'd still probably keep a couple for <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> combo.]]></description>
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				<pubDate><![CDATA[Sun, 21 Mar 2010 15:23:51]]> GMT</pubDate>
				<author><![CDATA[ Uncoordinated]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ DUDE! Sorry, forgot to mention, don't look at the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> in my thread for sallies! Later down the bottom is a revised list - that's the one you want to look at! So take a look again... <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>, soz xDD<br /> <br /> I know what you mean about leaving the sternguard unsupported, but the enemy either over commits or under-commits. They're pretty much bound to make up their points, if played right. If you're worried then take one of your <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads in another pod, they can use the aftermath of the sternguard's appearance (guess what that will look like... HOLE IN ENEMY FORCES) to get objec-T's or just kill stuff. I know Meltabombs is unnecessary, it's just a failsafe. Also, I would take the scouts, because it saves points, plus you get a <span class="glossaryitem" onmouseover='gp(328);'>ML</span> - they're ideally suited for this. <br /> <br /> Basically, I'd just go read my 2nd/revised list... I have little else to say! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ~goes and plays <span class="glossaryitem" onmouseover='gp(324);'>DoW</span> FoK [or DoW2 <span class="glossaryitem" onmouseover='gp(173);'>CR</span>]~]]></description>
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				<pubDate><![CDATA[Sun, 21 Mar 2010 15:34:20]]> GMT</pubDate>
				<author><![CDATA[ Darkvoidof40k]]></author>
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				<title>Re:Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>It seems we have a disagreement in choice here. I have no qualms about testing both. I feel that both of you raise a valid point, and my first order of business is testing squads of two each. I think it's a good compromise between tactical flexibility and <span class="glossaryitem" onmouseover='gp(316);'>KP</span> reduction, and it allows me to take another option in my <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slot.</div></blockquote>Play testing both setups is a fantastic idea. Take the exact same army, in your first battle keep the Land Speeders in a single squadron, then in the second battle take them as separate slots - see which gives you more flexibility and greater survivability. It does suck losing all your Fast Attack choices, but the extra flexibility is worth it.<br /> <br /> My personal preference is <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> Speeders over <span class="glossaryitem" onmouseover='gp(330);'>MM</span> Attack Bikes, mainly because speeders can maneuver around terrain a lot easier, and don't need to jump through hoops to get their flat out cover save.<br /> <br /> You shouldn't be having issues with <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s, that's what your <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators go after. The Lascannons on the Land Raider, and the Lascannons on the tactical squads, are purely to take out transports and other low armoured threats at range.]]></description>
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				<pubDate><![CDATA[Sun, 21 Mar 2010 16:04:14]]> GMT</pubDate>
				<author><![CDATA[ unbeliever87]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ Well said, Unbeliever. Well, that's a pretty good breakdown of the bare bones of a Vulcan list! Now we wait for a reply...<br /> ;D]]></description>
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				<pubDate><![CDATA[Sun, 21 Mar 2010 16:41:49]]> GMT</pubDate>
				<author><![CDATA[ Darkvoidof40k]]></author>
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				<title>Re:Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ Yeah, Speeders in stand-alone squads offer a lot more flexibility.  I found that I sometimes had trouble maneuvering around difficult/dangerous terrain with a pair, but it also drew some heavy fire that would've otherwise smoked my paired Dreads.  I will probably up the Speeder count to a paired squad, and two squads of one Speeder each.  See below for how.<br /> <br /> In other news, Ironclads offer a SERIOUSLY resistant target with first turn.  Watching min'd <span class="glossaryitem" onmouseover='gp(119);'>SM</span> squads with a single Melta end up at 7" from my Dreads is always a laugh, and my Ironclads have even survived a couple 6" melta shots, and then proceeded to tarpit a good portion of the opponent's Troop choices.  I think Dreads are a solid choice in a Vulkan list, as I mitigate a large percentage of my really crucial misses with all the relentless melta/flamer they can stick on.   <br /> <br /> So right now, I feel as though the pieces of my list are lacking substance.  I'm considering going to 2500 pts. so I can flesh it out a bit more.  My add-ons would probably be:<br /> - More <span class="glossaryitem" onmouseover='gp(35);'>FA</span>, most likely in the form of a Speeder or two.  Also <span class="glossaryitem" onmouseover='gp(336);'>HFs</span>.<br /> - Probably upping the number of Pods ( and thus Ironclads ) to three or even four on the first turn.  This will require<br /> -&gt; Master of the Forge, or dropping my Godhammer squad.  Which is iffy, since they're the only squad I have for carrying Vulkan around.<br /> - Lascannons in place of <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> on all Tactical Squads.  Gonna have a larger number of Dreads and Speeders anyway.<br /> - A return to paired Vindis.  A wall of <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13/12 should be more than enough to keep them sufficiently bogged down for my Vindis to close, along with the rest of my close-range anti-armor.<br /> <br /> <br /> In preparation, I have a few questions to ask the Dakka community.  <br /> <br /> What is your view on Rifle Dreads ( double Autocannon Dreads ) or Dakka Dreads ( some combination of Heavy Weapons )?  I think this would allow me to maximize the <span class="glossaryitem" onmouseover='gp(384);'>MotF</span>'s ability, since I for sure want at least three Ironclads dropping first turn.  Empty pods are a good way to camp objectives, provide cover, and generally be annoying.  They also ensure I am not seriously gimped by bad Reserves rolls.<br /> <br /> Combat squadding + footslogging half-sized/full-sized Tactical Squads?  I will be Combat Squadding at least one squad per game.  Rhinos are an excellent way to house Lascannons safely while maintaining your advance, but a strong  firebase is a strong tactic when paired with Dpods.  This would also give me the option of adding empty Dpods and footslogging a ten-man Tact Squad for an extra drop.<br /> <br /> Conversion Beamer.  I've seen the destructive firepower it can bring to the table, but I don't have anywhere to put my <span class="glossaryitem" onmouseover='gp(384);'>MotF</span>.  Scouts in cover with Cloaks are supposed to be amazing, but they lose Infiltrate and I don't really like them in the theme of this list.  Do I add it, or just keep a vanilla <span class="glossaryitem" onmouseover='gp(384);'>MotF</span>?  <br /> <br /> Vindis.  Really looking to max out my <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> here.  They're decently cheap at 2500, and if the enemy gets within range they toast everything.  If there is a favourable response to Dakka Dreads, I will probably have to drop the pair for a pair of those, but these are cheaper and give me <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 2 pie plates, which is great against everything.  Doesn't emphasize Vulkan's ability, but hey, I can't be all melta/flamer!<br /> <br /> Will post 2500 pt. hypothetical list in a bit.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 03:40:40]]> GMT</pubDate>
				<author><![CDATA[ Uncoordinated]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ I'm pretty sure Rifle Dreads are the same as DakkaDreads. <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> should be mounted on a bike so he can move and shoot the beam.]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 04:28:49]]> GMT</pubDate>
				<author><![CDATA[ Eyclonus]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ Dakka Dreads are always MVPs for me. Last game I played they knocked out 4 Raiders. They are just great for pounding units in cover and transports, and they are quite a steal for 125pts.<br /> <br /> Also, I'm no tournament star or anything, but I'd say one thing about Vulkan. I don't think EVERYTHING you take should use a melta or flamer. Just make sure you have enough to make it game breaking. I think Predators with the lascannon sponsons and <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> are a good idea to pop transports and put pressure on <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> are always a good idea.<br /> <br /> For the Tactical squads I've recently started keeping 10 marines in a Rhino with the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> and Melta and I feel like it's a bit more sturdy.If someone runs a vehicle up close to you, you can shoot the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> out the hatch and pop something, or you can move close to it and use the two meltas you have (the combi) and do that. I'm kind of over combat squadding each squad, as it makes them so fragile.<br /> <br /> <br /> Anyway, take what I say as a grain of salt, peace.]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 05:42:36]]> GMT</pubDate>
				<author><![CDATA[ kaptaink]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ If you arent maxing out on melta and flamers than you are better of with a librarian than Vulcan. At 2500pts however I guess you will have enough melta no matter how you set up your list <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 07:23:36]]> GMT</pubDate>
				<author><![CDATA[ tedurur]]></author>
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				<title>Salamanders ( Vulkan list ) : 2000 pts.</title>
				<description><![CDATA[ <blockquote><div><cite>Eyclonus wrote:</cite><span class="glossaryitem" onmouseover='gp(384);'>MotF</span> should be mounted on a bike so he can move and shoot the beam.</div></blockquote><br /> I disagree. If you put him on a bike by himself, he's a sitting duck (a sitting duck on a bike) for any stray las cannon or missile launcher. If you give him some ablative wounds, those bikers become useless, cause they have no range. In my opinion, he should stick with scouts with sniper rifles who can contribute something to his shots.]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 12:18:48]]> GMT</pubDate>
				<author><![CDATA[ Shrubs]]></author>
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