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		<title><![CDATA[Latest posts for the thread "Salamanders Take 2 (Comments and Advice appreciated)"]]></title>
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				<title>Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ I want to start by thanking everyone who critiqued my first list and pointed out a few things my list was lacking or wasting points on.  Once again this is 1850 points and critiques are welcome.<br /> <br /> Spoiler is the original list submitted.<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b>:  <br /> <i>Vulkan Hestan</i><br /> <i>Command Squad</i><br /> Apothecary<br /> 4 Flamers<br /> Company Standard<br /> Drop Pod<br /> 375<br /> <br /> <b>TROOP</b>:<br /> 4x <i>Tactical Squad</i><br /> + 5 Marines<br /> Meltagun<br /> Multi-Melta<br /> Combi-Melta<br /> Drop Pod<br /> 820<br /> <i>Scout Squad</i><br /> Camo-Cloaks<br /> 65<br /> <br /> <b>ELITES</b>:<br /> <i>Sternguard Veterans</i><br /> +5 Veterans<br /> 2 Heavy Flamers<br /> Drop Pod<br /> <br /> <i>Ironclad Dreadnought</i><br /> 2 Heavy Flamers<br /> 2 Hunter Killer Missles<br /> Assault Launchers<br /> Drop Pod<br /> 210<br /> <br /> <b>FORTIFICATIONS</b>:<br /> Bastion<br /> w/ Comm Relay<br /> 95<br /> <br /> <br /> <br /> When I made this drop pod list originally everything was in reserve, as it all deep struck in one way or another, but then a friend of mine said that the new rules made it so that if you ever had no models on the table you lost.  So I had to rethink my strategy.<br /> <br /> The Bastion will be set up somewhere around 1/3 of the way up the table.  I'll stick the scouts in there to man the gun and the relay.  I'm assuming that the building SHOULD survive a turn of fire from across the board and failing that the scouts should be able to make most of their cover saves in the resulting rubble.  (This is assuming I don't get the first turn.)<br /> <br /> So is a list with this many pods even viable?  Or are the days of your entire marine army arriving via <span class="glossaryitem" onmouseover='gp(471);'>DS</span> gone?<br /> 
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</div><br /> <br /> And here's the revised 1850 point list.<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b>:  <br /> <i>Vulkan Hestan</i><br /> <br /> <b>TROOP</b>:<br /> 4x <i>Tactical Squad</i><br /> + 5 Marines<br /> Meltagun<br /> Multi-Melta<br /> Combi-Melta<br /> Drop Pod<br /> 820<br /> <br /> <b>ELITES</b>:<br /> <i>Sternguard Veterans</i><br /> +5 Veterans<br /> 4 Combi-Flamers<br /> 2 Heavy Flamers<br /> Drop Pod<br /> 325<br /> <br /> <i>Sternguard Veterans</i><br /> +4 Veterans<br /> 4 Combi-Flamers<br /> 2 Heavy Flamers<br /> Drop Pod<br /> 303<br /> <br /> <i>Ironclad Dreadnought</i><br /> 2 Heavy Flamers<br /> 2 Hunter Killer Missles<br /> Assault Launchers<br /> Drop Pod<br /> 210<br /> <br /> **Edited to change list based on feedback without making new topic]]></description>
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				<pubDate><![CDATA[Tue, 11 Feb 2014 06:07:21]]> GMT</pubDate>
				<author><![CDATA[ Verstaka]]></author>
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				<title>Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ An 1850pt tau army will have no problem ending your game on turn 1 if they go first. It may be a fun thing if you risk it all in a friendly game. But its probably not a good idea to have a 50/50 chance of losing.]]></description>
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				<pubDate><![CDATA[Tue, 11 Feb 2014 06:33:24]]> GMT</pubDate>
				<author><![CDATA[ dylz_22]]></author>
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				<title>Re:Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ i'm fairly certain with 6th that with drop pods 1/2 your pods come in on turn 1 so you can't be tabled before the game starts? I would check on it, i'm pretty sure but i cant remember where I picked it up .... if so i would drop the bastion / scouts and add more pods<br /> <br /> I'm not sure how well the command squad is going to work out (due to the low model count), I understand why you have it in there but idk<br /> <br /> One thing to think about is multi-melta devastators in pods can be pretty brutal - ive used 5 <span class="glossaryitem" onmouseover='gp(330);'>MM</span> long fangs with logan in a pod with good results<br /> <br /> and if your ok in using forgeworld ... the dread drop pods that you can assault out of are amazing with ironclads<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Honestly, for full drop pods at 1850 I would run something like this .... <br /> <br /> Vulkan He’Stan – 190 {Attached to the 9 Man Sternguard Unit}<br /> <br /> Sternguard Veteran Squad (Veteran Sergeant with Melta Bombs, 8 Veterans, 2 Combi-Flamers, 2 Heavy Flamers, Drop Pod) – 288<br /> Sternguard Veteran Squad (Veteran Sergeant with Melta Bombs, 9 Veterans, 3 Combi-Flamers, 2 Heavy Flamers, Drop Pod) – 320<br /> <br /> Tactical Squad (Sergeant with Combi-Melta & Melta Bombs, 9 Space Marines, Melta Gun, Multi-Melta, Drop Pod) – 210<br /> Tactical Squad (Sergeant with Combi-Melta & Melta Bombs, 9 Space Marines, Melta Gun, Multi-Melta, Drop Pod) – 210<br /> Tactical Squad (Sergeant with Combi-Melta & Melta Bombs, 9 Space Marines, Melta Gun, Multi-Melta, Drop Pod) – 210<br /> Tactical Squad (Sergeant with Combi-Melta & Melta Bombs, 9 Space Marines, Melta Gun, Multi-Melta, Drop Pod) – 210<br /> Tactical Squad (Sergeant with Combi-Melta & Melta Bombs, 9 Space Marines, Melta Gun, Multi-Melta, Drop Pod) – 210<br /> <br /> = 1848<br /> <br /> I normally wouldnt use deathwing launchers or beacons on pods but there was 52 points leftover at the end and thats all that would fit. ** edited this when I noticed I didn't fill out the combi-flamers on the sternguard<br /> <br /> The main thing with pods is making sure your alpha strike does enough damage to cripple your opponent and unless your using <span class="glossaryitem" onmouseover='gp(39);'>FW</span> I would drop the ironclads in favor of more tacticals or sternguard. ]]></description>
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				<pubDate><![CDATA[Tue, 11 Feb 2014 06:57:48]]> GMT</pubDate>
				<author><![CDATA[ Whereswaldo]]></author>
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				<title>Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ The nothing on the table rule checks at the end of game turn, not player turn.  So you are safe going full drop/reserves.  You will always get your first turn of pods down before you check for tabling.]]></description>
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				<pubDate><![CDATA[Tue, 11 Feb 2014 14:15:54]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ Looks "hot" <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 11 Feb 2014 14:20:05]]> GMT</pubDate>
				<author><![CDATA[ MephistonLoD]]></author>
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				<title>Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ Thanks for the rules clarification guys. I'll edit the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> with an updated list this afternoon when I'm done with homework. So quick question before class starts up. I know assault is less prevalent but <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and dedicated assault units are still a threat. Would a second dreadnought be a bad idea to help any units that may get assaulted or should I focus on my shooting. I only ask because with this being a pod list I will be close from the get go.]]></description>
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				<pubDate><![CDATA[Tue, 11 Feb 2014 18:29:14]]> GMT</pubDate>
				<author><![CDATA[ Verstaka]]></author>
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				<title>Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ Dreadnoughts will not stop <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. Sternguard and Grav weaponry will.]]></description>
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				<pubDate><![CDATA[Tue, 11 Feb 2014 18:39:56]]> GMT</pubDate>
				<author><![CDATA[ obsidiankatana]]></author>
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				<title>Re:Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ The list that you made w/ the pods is actually very good. ]]></description>
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				<pubDate><![CDATA[Tue, 11 Feb 2014 19:36:37]]> GMT</pubDate>
				<author><![CDATA[ Feasible]]></author>
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				<title>Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ Alright edited the army list based on your suggestions, please tell me what you think.]]></description>
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				<pubDate><![CDATA[Wed, 12 Feb 2014 00:51:28]]> GMT</pubDate>
				<author><![CDATA[ Verstaka]]></author>
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				<title>Re:Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ I find that your Dreadnought is draining points. I find that the best way to run the Ironclad is w/ Heavy Flamer and Meltagun. I however see the use for the Assault Launchers. I find <span class="glossaryitem" onmouseover='gp(55);'>HK</span> missiles to be a points drain.]]></description>
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				<pubDate><![CDATA[Wed, 12 Feb 2014 01:43:55]]> GMT</pubDate>
				<author><![CDATA[ Feasible]]></author>
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				<title>Re:Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ Looks good, you might want to think about running the IroncladsHeavy Flamer / Melta Gun (double flamer is nice, but having both options on the ironclads could be clutch), in place of the <span class="glossaryitem" onmouseover='gp(55);'>HKs</span> you could add melta bombs to your tactical squad sgts .... should be pretty fun to play<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 13 Feb 2014 08:31:05]]> GMT</pubDate>
				<author><![CDATA[ Whereswaldo]]></author>
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				<title>Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ So it looks like aside from a few shifts in the warhear here and there the list is solid. Thanks everyone for helping me get this setup and caught up to speed with what is and isnt good in 6th edition]]></description>
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				<pubDate><![CDATA[Thu, 13 Feb 2014 20:39:37]]> GMT</pubDate>
				<author><![CDATA[ Verstaka]]></author>
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				<title>Salamanders Take 2 (Comments and Advice appreciated)</title>
				<description><![CDATA[ I'm a Salamanders player myself and I'm just curious to your plan against Heldrakes.  Flyers always seem to give me the most trouble so I constantly run 3 Stalkers.  It's only 225 points and I find them to be irreplaceable in all of my lists.<br /> <br /> With 8 drop pods and no <span class="glossaryitem" onmouseover='gp(805);'>AA</span>, I feel like you just automatically lose against <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> players.  Maybe you aren't very worried about them and try to ignore flyers as much as possible.  <br /> <br /> Just wanted to know if you have any tips against Heldrakes besides combat squad'ing and spreading out.]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 02:09:15]]> GMT</pubDate>
				<author><![CDATA[ Saythings]]></author>
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