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		<title><![CDATA[Latest posts for the thread "A Trio of Salamander 1750, Tournament"]]></title>
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				<title>A Trio of Salamander 1750, Tournament</title>
				<description><![CDATA[ Hello all. I'm planning out a 1750 for a Rogue Trader in June and am attempting to construct and paint the most detailed army I ever have just for it. That being the case, huge time investment is involved, and I want to nail down a list early. These are by no means set in stone as I own only the repeating factors of the lists, but are three different takes on the same core concept I'm looking for thoughts on. All comments appreciated!<br /> <br /> If it isn't entirely clear, my general strategy is the strongest alpha-punch. Ergo no anti air, minimal scoring. If this is beyond fool-hearty (I am not a C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> veteran) please educate me!<br /> <br /> <b>Full-Sally (1750) Codex: Space Marines with Chapter Tactics: Salamanders</b><br /> <br /> Vulcan + Command Squad x5, Apothecary, 4x Meltagun, Drop Pod - 380<br /> <br /> Sternguard Veteran x10, 8x Combi-Melta, Drop Pod - 345<br /> Sternguard Veteran x10, 8x Combi-Melta, Drop Pod - 345<br /> Sternguard Veteran x10, 4x Combi-Melta, 2x Heavy Flamer Drop Pod - 325<br /> <br /> Tactical Squad x5, Flamer, Combi-Flamer, Drop Pod - 125<br /> Tactical Squad x5, Flamer, Drop Pod - 115<br /> Tactical Squad x5, Flamer, Drop Pod - 115<br /> <br /> <br /> <b>Ghost-Drop (1750), Codex: Space Marines with Chapter Tactics: Salamanders, Allied Codex: Grey Knights</b><br /> <br /> Vulcan + Command Squad x5, Apothecary, 4x Meltagun, Drop Pod - 380<br /> Mordrak + Ghost Knights x5 - 400<br /> <br /> Sternguard Veteran x10, 8x Combi-Melta, Drop Pod - 345<br /> <br /> Tactical Squad x10, Flamer, Combi-Flamer, Drop Pod - 195<br /> Scout Squad x5, Camo Cloaks, Sniper Rifles - 70<br /> Grey Knight Strike Squad x5 - 100<br /> <br /> Nemesis Dreadknight, Heavy Incinerator, Personal Teleporter, Greatsword - 260<br /> <br /> <br /> <b>Wofl'Manders (1750), Codex: Space Marines with Chapter Tactics: Salamanders, Allied Codex: Space Wolves</b><br /> *My points may be mistaken on the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> side here, no Codex on hand.<br /> <br /> Vulcan + Command Squad x5, Apothecary, 4x Meltagun, Drop Pod - 380<br /> Rune Priest - 100<br /> <br /> Sternguard Veteran x10, 8x Combi-Melta, Drop Pod - 345<br /> Sternguard Veteran x10, 8x Combi-Melta, Drop Pod - 345<br /> <br /> Tactical Squad x10, Flamer, Combi-Flamer, Drop Pod - 195<br /> Tactical Squad x5, Drop Pod - 105<br /> Grey Hunter Squad x9, Plasma Gun, Wolf Standard, Drop Pod - 185<br /> <br /> Assault Squad x5, 2x Flamer, Drop Pod - 95<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 1 Mar 2014 18:00:19]]> GMT</pubDate>
				<author><![CDATA[ Cieged]]></author>
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				<title>Re:A Trio of Salamander 1750, Tournament</title>
				<description><![CDATA[ Shameless self bump! ]]></description>
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				<pubDate><![CDATA[Sun, 2 Mar 2014 14:41:17]]> GMT</pubDate>
				<author><![CDATA[ Cieged]]></author>
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				<title>Re:A Trio of Salamander 1750, Tournament</title>
				<description><![CDATA[ From a competitive standpoint, I prefer the Space Wolves as allies.   The Runepriest brings a lot to the table, including the ability to annihilate Riptides and make other players cry, which is always important.  Of course, the psychic defense is great as well.<br /> <br /> I'm a bit dubious about the Sterngurd and their eight combi melta, though.  The reason being that the bolters are almost as good, really, and no one can guarantee the non-melta portion of your combi bolter will be master-crafted for every tournament you go to.  <br /> <br /> I like the assault squad with the flamers.  They're great for deleting that one unit of bugs or Orks.  Also force your opponent to spread out and make terrible board control decisions, severely limit their impact in both the shooting and assault phases.  I'd dump at least a couple of Combi Meltas out of the Sternguard squads in order to give the one 5-man tactical squad a job to do other than taking an objective or hoping their bolters do something.  Giving them a melta and combi melta could really do the trick against a random fortification or vehicle off in the middle of nowhere in turn 3 or 4 if they show up late.<br /> <br /> <b>9 Grey Hunters Pack (Troops) [<span class="glossaryitem" onmouseover='gp(124);'>SW</span>]</b>, 190 pts (Wolf Standard; Plasma gun)<br /> . . <b>1 Drop Pod [<span class="glossaryitem" onmouseover='gp(124);'>SW</span>]</b><br /> <br /> <b>1 Rune Priest in Power Armour (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>) [<span class="glossaryitem" onmouseover='gp(124);'>SW</span>]</b>, 100 pts]]></description>
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				<pubDate><![CDATA[Sun, 2 Mar 2014 15:25:22]]> GMT</pubDate>
				<author><![CDATA[ Loopy]]></author>
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