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		<title><![CDATA[Latest posts for the thread "1850 Salamanders - Feedback appreciated"]]></title>
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				<title>1850 Salamanders - Feedback appreciated</title>
				<description><![CDATA[ I would like some feedback on an 1850 Salamander list I have been considering.  <br /> <br /> Vulkan He'Stan (with sternguard)<br /> Librarian (with sternguard) - Mastery level 2, Terminator armour, Storm shield<br /> Sternguard squad - (2) Extra marines, (2) Heavy flamers, (2) Combi-meltas, <span class="glossaryitem" onmouseover='gp(93);'>MC</span> Power fist<br /> Drop pod<br /> Sternguard squad - (2) Extra marines, (2) Heavy flamers, (2) Combi-meltas, <span class="glossaryitem" onmouseover='gp(93);'>MC</span> Power fist<br /> Drop pod<br /> Tactical squad - (5) Extra marines, Veteran sergeant, Meltagun, Multi-melta, Combi-melta, <span class="glossaryitem" onmouseover='gp(93);'>MC</span> Power fist<br /> Drop pod<br /> Tactical squad - (5) Extra marines, Veteran sergeant, Meltagun, Multi-melta, Combi-melta, <span class="glossaryitem" onmouseover='gp(93);'>MC</span> Power fist<br /> Drop pod<br /> Tactical squad - (5) Extra marines, Veteran sergeant, Meltagun, Multi-melta, Combi-melta, <span class="glossaryitem" onmouseover='gp(93);'>MC</span> Power fist<br /> Drop pod<br /> Stormtalon - Typhoon missile launcher<br /> Stormtalon - Typhoon missile launcher<br /> <br /> *all <span class="glossaryitem" onmouseover='gp(93);'>MC</span> <span class="glossaryitem" onmouseover='gp(105);'>PFs</span> are due to salamander chapter tactics<br /> <br /> There is nothing new or original here, but I have concerns.  I would appreciate feedback.<br /> Librarian - He offers a lot of options, but he is expensive and he really needs to survive the turn after landing to use those options.<br /> Stormtalons - Expensive.  Would it be better to run several land speeders and expand on the sternguard or other?<br /> 100% in reserve - I'll get three pods on turn 1, but I fear that they could be wiped off the table by a beta strike.  I could also combat squad the tactical squads, but 5 man power armour squads are fragile.  ]]></description>
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				<pubDate><![CDATA[Mon, 28 Oct 2013 23:01:31]]> GMT</pubDate>
				<author><![CDATA[ mastershou]]></author>
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				<title>1850 Salamanders - Feedback appreciated</title>
				<description><![CDATA[ I think if you just drop a tactical squad on a far backfield objective, beta strike wont be a big deal. only a very powerful, and properly positioned army will be able to kill 26 marine, with some of them having varying armor saves and being characters, and Dropping where YOU chose. and the flyers will likely be on turn 2-3 anyway.]]></description>
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				<pubDate><![CDATA[Mon, 28 Oct 2013 23:06:37]]> GMT</pubDate>
				<author><![CDATA[ Largeblastmarker]]></author>
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				<title>Re:1850 Salamanders - Feedback appreciated</title>
				<description><![CDATA[ If it were me, I would change the special weapon in the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads to flamers.  I'm also not a big fan of the power-fists on all your sergeants.  If you went to lightning claws/melta bombs you'd not only save 25 points (enough to give two locator beacons to two of your pods?) but be, in my opinion, a little more combat effective.<br /> <br /> I have an article on <a href="http://www.dakkadakka.com/wiki/en/Salamanders_Tactica%2C_or%2C_How_to_Turn_up_the_Heat!" target="_new" rel="nofollow">Salamander tactica here</a>, if you think it would be of any help. ]]></description>
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				<pubDate><![CDATA[Mon, 28 Oct 2013 23:07:32]]> GMT</pubDate>
				<author><![CDATA[ Jimsolo]]></author>
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