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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Been trying different drop pod lists to see what people think. Having never done one before it's proving relatively difficult. I was pretty much there. But I felt the list was missing something. Some little spark of fun. I tried an imperial Knight but I think I've decided that that's a bit of a point sink and doesn't fit this list. Being pure drop pod he would have been on the table on his own. So I wanted something that fitted. Something cheap but really effective. Then I came across codex: inquisition. By dropping 5 sternguard and a few unnecessary combi weapons I've managed to squeeze 2 of these bad boys in. I'm therefor only down 3 power armoured dudes. But I think they add a lot more. <br /> <br /> The idea behind them is simple. Stick together. Probably with 5 sternguard. And tank stuff. Take a riptide. The idea would be to assault him. Brain mines will hopefully mean he can't hit. Hammerhand from the ordo xenos will mean the daemon hammer is strength 7 rad grenades will mean he's toughness 5. That means it's 2's to wound with the hammer. Then just activate the force weapon... <br /> <br /> They also give me 4 servo skulls. An absolute result for a drop pod lost. Not as good as locator beacons but are effective on turn one. I can't see a downside. <br /> <br /> Here's my list... <br /> 1500 Pts - Codex: Space Marines Roster<br /> <br /> Total Roster Cost: 1498<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Vulkan He'stan (1#, 190 pts, Warlord)<br />    1 Vulkan He'stan<br /> <br /> Elite: Sternguard Veteran Squad (6#, 220 pts)<br />    4 Sternguard Veteran Squad + Combi-Grav x2 + Grav-gun x2<br />       1 Veteran Sergeant + Melta Bombs + Combi-Grav<br />       1 Drop Pod<br /> <br /> Elite: Sternguard Veteran Squad (11#, 320 pts)<br />    9 Sternguard Veteran Squad + Combi-Meltagun x2 + Meltagun x2<br />       1 Veteran Sergeant + Melta Bombs + Combi-Meltagun<br />       1 Drop Pod<br /> <br /> Elite: Sternguard Veteran Squad (6#, 180 pts)<br />    4 Sternguard Veteran Squad + Heavy Flamer x2<br />       1 Veteran Sergeant + Melta Bombs<br />       1 Drop Pod<br /> <br /> Troops: Tactical Squad (11#, 205 pts)<br />    9 Tactical Squad + Meltagun + Multi-melta<br />       1 Sergeant + Combi-Meltagun x1<br />       1 Drop Pod<br /> <br /> Troops: Tactical Squad (11#, 205 pts)<br />    9 Tactical Squad + Meltagun + Multi-melta<br />       1 Sergeant + Combi-Meltagun x1<br />       1 Drop Pod<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Ordo Malleus Inquisitor (1#, 94 pts)<br />    1 Ordo Malleus Inquisitor + Empyrean Brain Mines + Servo-skulls x2 + Power Armour + Nemesis Daemonhammer x1 + Upgrade to Psyker<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Ordo Xenos Inquisitor (1#, 84 pts)<br />    1 Ordo Xenos Inquisitor + Rad Grenades + Servo-skulls x2 + Power Armour + Upgrade to Psyker]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 06:32:38]]> GMT</pubDate>
				<author><![CDATA[ Khaine's Wrath]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Grav on a non relentless platform is strictly worse than plasma in almost every way. I would turn that into another heavy flamer sternguard unit.  You have a lot of anti-vehicle which is good, but are slightly lacking on anti infantry.<br /> <br /> Also remember that inquisitors cant go in pods with the guys because they are still allies so currently are sitting by themselves.]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 06:55:27]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Re:Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ <br /> Looks like fun but its not competitive.<br /> <br /> <br /> * Inquisitors cannot join droppod squads so the are useless. <br /> * you pay a lot of points for those sternguard and your better of spending it on more tactical marines.<br /> * you got no/poor anti-flyer<br /> <br /> * You better of with a ultramarines + tigurius droppod list.<br /> <br /> Tigurius 165<br /> <br /> Troops: Tactical Squad ( 195 pts) <br /> 9 Tactical Squad + Meltagun <br /> 1 Sergeant + Combi-Meltagun x1 <br /> 1 Drop Pod <br /> <br /> Troops: Tactical Squad ( 195 pts) <br /> 9 Tactical Squad + Meltagun <br /> 1 Sergeant + Combi-Meltagun x1 <br /> 1 Drop Pod <br /> <br /> Troops: Tactical Squad ( 200 pts) <br /> 9 Tactical Squad + Grav-gun +<br /> 1 Sergeant + Combi-Grav x1 <br /> 1 Drop Pod <br /> <br /> Troops: Tactical Squad ( 200 pts) <br /> 9 Tactical Squad + Grav-gun +<br /> 1 Sergeant + Combi-Grav x1 <br /> 1 Drop Pod <br /> <br /> Troops: Tactical Squad ( 130 pts) <br /> 5 Tactical Squad + Grav-gun +<br /> 1 Sergeant + Combi-Grav x1 <br /> 1 Drop Pod <br /> <br /> Heavy support: devastators ( 215 pts)<br /> 9 Devastators Squad +1 Sergeant + <br /> 4x multi- melta <br /> 1 Drop Pod <br /> <br /> Heavy support: devastators ( 215 pts)<br /> 9 Devastators Squad +1 Sergeant + <br /> 4x multi- melta <br /> 1 Drop Pod <br /> <br /> a little over 1500..<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 07:01:20]]> GMT</pubDate>
				<author><![CDATA[ shogun]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ I don't understand why inquisitors can't go in pods? They're independent characters and are battle brothers. If Vulkan can jump in a pod with a squad then why can't the inquisitors? <br /> <br /> As for that new list. Considering it's a tournament list then over 1500 is pretty useless. And since I want to play salamanders then suggesting an ultramarine list is utterly useless. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> OK, Just found the rule in the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span>. Damn it. I really wanted inquisitors in a drop pod list. Back to square one.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ok, how about this. I'll gain an inquisitor, keep the same number of marines (ish) but also gain a Storm raven for anti air.....<br /> <br /> 1500 Pts - Codex: Space Marines Roster<br /> <br /> Total Roster Cost: 1497<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Vulkan He'stan (1#, 190 pts, Warlord)<br />    1 Vulkan He'stan<br /> <br /> Elite: Sternguard Veteran Squad (6#, 210 pts)<br />    4 Sternguard Veteran Squad + Combi-Meltagun x3 + Meltagun x1<br />       1 Veteran Sergeant + Melta Bombs + Combi-Meltagun<br />       1 Drop Pod<br /> <br /> Elite: Sternguard Veteran Squad (6#, 180 pts)<br />    4 Sternguard Veteran Squad + Heavy Flamer x2<br />       1 Veteran Sergeant + Melta Bombs<br />       1 Drop Pod<br /> <br /> Troops: Tactical Squad (11#, 205 pts)<br />    9 Tactical Squad + Meltagun + Multi-melta<br />       1 Sergeant + Combi-Meltagun x1<br />       1 Drop Pod<br /> <br /> Troops: Tactical Squad (11#, 205 pts)<br />    9 Tactical Squad + Meltagun + Multi-melta<br />       1 Sergeant + Combi-Meltagun x1<br />       1 Drop Pod<br /> <br /> Troops: Tactical Squad (6#, 120 pts)<br />    4 Tactical Squad + Meltagun<br />       1 Sergeant + Melta Bombs<br />       1 Drop Pod<br /> <br /> Grey Knight Allies<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Ordo Xenos Inquisitor (1#, 72 pts)<br />    1 Ordo Xenos Inquisitor + Psychotroke Grenades + Rad Grenades + Servo-skulls x3 + Power Armour<br /> <br /> Troops: Grey Knight Strike Squad (5#, 110 pts)<br />       1 Justicar + Nemesis Daemonhammer<br />       4 Grey Knight<br /> <br /> Fast Attack: Stormraven Gunship (1#, 205 pts)<br />    1 Stormraven Gunship<br /> <br /> The Idea being the knights and inquisitor start in the strom raven....]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 09:57:00]]> GMT</pubDate>
				<author><![CDATA[ Khaine's Wrath]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Grey knights are not battle brothers with marines, so he can only join and cast on the grey knights/storm raven. ]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 13:53:36]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Looks better.<br /> <br /> Give it a go and tell us how well it does.]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 14:56:57]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/531eb33bb2e612b3f713fa0f9197612c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/594622/6818924.page"><b>Leth wrote:</b></a><br/>Grey knights are not battle brothers with marines, so he can only join and cast on the grey knights/storm raven. </div></blockquote><br /> <br /> Yeah I know. The idea is he will cast hammerhand on the squad and then the justicar can activate his force weapon. Along with his rad grenades it'll be +1 strength,  - 1 toughness and a force weapon. Just need to find the points to make him a psyker. ]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 15:47:18]]> GMT</pubDate>
				<author><![CDATA[ Khaine's Wrath]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Problem is that you are spending a solid 400+ points on a assault unit that at best will be in assault turn 3. In 1500 points that is a lot of your army that is getting shot up by 100% of their army.  Basically your list is coming in piece meal making it easy to target and destroy which units are the biggest threat every turn and with 5 man units at short range they are easy to clear off quite quickly. <br /> <br /> Also for the points I would take a command squad with all meltas before I would take a sternguard squad with that many meltas.  You can get an apothecary with vulkan to try and tank and it should still be cheaper.<br /> <br /> Also if you go hereticus in terminator armor the grey knights can deep strike in saving more points on the storm raven.<br /> <br /> May I suggest something like this.<br /> <br /> Vulkan<br /> Command Squad In pod<br /> 4x melta apothecary<br /> <br /> 10x Sternguard, two heavy flamers pod<br /> <br /> 3x 10 man with melta, multi-melta, combi-melta, and melta bombs on serg in pod<br /> <br /> So thats 5 pods, three coming in turn one<br /> <br /> Then for grey knights you have<br /> <br /> Ordo Malleus Inquisitor<br /> Psyker - Hammerhand<br /> 3x servo Skulls<br /> Terminator Armor<br /> Psycannon<br /> <br /> Strike Squad x 5<br /> 3x sword<br /> 1x halberd<br /> Justicar with <span class="glossaryitem" onmouseover='gp(93);'>MC</span> daemon hammer<br /> <br /> This gives you 4-7 scoring units, 5 pods with three coming in first turn, still got a good amount of melta, and then 10 sternguard for anti infantry duty after everything gets opened up.   Also getting stackable hammerhand so cast it twice and your daemonhammers are <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10.  OR take divination and cast it once for the justicar to be <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 and the inquisitor <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8.  Gives you some versatility in options as well as deployment while still taking advantage of your chapter tactics.....I might actually have to try a list like this <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. ]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 17:05:47]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ I like the way it looks. The stormraven is <span class="glossaryitem" onmouseover='gp(805);'>AA</span> cover since I have none, and I am reliably informed that Stormravens are one of the best. Though having done some <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span> research I reckon that C:I inquisitors can get in drop pods as they are an <span class="glossaryitem" onmouseover='gp(67);'>IC</span>. This means when they join a unit they become a part of that unit and therefore can embark on the units transport. Obvious;y as long as they remain part of that unit. Let me have a tinker.]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 17:54:25]]> GMT</pubDate>
				<author><![CDATA[ Khaine's Wrath]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Your Meltas being twin-linked will give you got <span class="glossaryitem" onmouseover='gp(805);'>AA</span> cover two shots per unit re-rolling hits with melta will mess up a lot of fliers. <br /> <br /> Also they cant join regardless of joining the unit as they are still an ally and an ally can never get in another armies transport.]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 18:06:46]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ This is a subject being debated in <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span>. It seems most tournaments allow you to join an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> to a unit that has a dedicated transport. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Oh,  and strike squads can't deep strike. ]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 18:11:14]]> GMT</pubDate>
				<author><![CDATA[ Khaine's Wrath]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ If you look under strike squads special rules they have deep strike listed as an ability. <br /> <br /> Also I have yet to see a single major tournament that allows <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> to join squads IN a dedicated transport.]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 18:27:14]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Ok noted. The thing is, I'm trying to build a nasty little combat element to this list with inquisitors with rad grenades, hammer hand and force weapons there is nothing they shouldn't realistically be able to deal with..... It's hard finding the balance.]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 18:31:25]]> GMT</pubDate>
				<author><![CDATA[ Khaine's Wrath]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ The problem is that it is a nasty combat element that will die before it gets to do much of anything.  I recommend just getting out there and trying something and seeing where it falls short. ]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 21:13:04]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ I've written a new pure salamanders list, do you mind taking a look?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Considering I am attempting to be as competitive as possible...<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> 1500 Pts - Codex: Space Marines Roster<br /> <br /> Total Roster Cost: 1500<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Vulkan He'stan (1#, 190 pts, Warlord)<br />    1 Vulkan He'stan<br /> <br /> : Command Squad (6#, 185 pts)<br />    5 Command Squad + Meltagun x5<br />       1 Drop Pod<br /> <br /> Elite: Sternguard Veteran Squad (6#, 180 pts)<br />    4 Sternguard Veteran Squad + Heavy Flamer x2<br />       1 Veteran Sergeant + Melta Bombs<br />       1 Drop Pod<br /> <br /> Elite: Sternguard Veteran Squad (6#, 180 pts)<br />    4 Sternguard Veteran Squad + Heavy Flamer x2<br />       1 Veteran Sergeant + Melta Bombs<br />       1 Drop Pod<br /> <br /> Troops: Tactical Squad (11#, 205 pts)<br />    9 Tactical Squad + Meltagun + Multi-melta<br />       1 Sergeant + Combi-Meltagun x1<br />       1 Drop Pod<br /> <br /> Troops: Tactical Squad (11#, 205 pts)<br />    9 Tactical Squad + Meltagun + Multi-melta<br />       1 Sergeant + Combi-Meltagun x1<br />       1 Drop Pod<br /> <br /> Troops: Tactical Squad (11#, 205 pts)<br />    9 Tactical Squad + Meltagun + Multi-melta<br />       1 Sergeant + Combi-Meltagun x1<br />       1 Drop Pod<br /> <br /> Heavy Support: Devastator Squad (6#, 150 pts)<br />    4 Devastator Squad + Multi-melta x4<br />       1 Sergeant + Melta Bombs<br />       1 Drop Pod<br /> <br /> I was really excited about the inquisition codex, but since they can't join squads in transports they seem pointless. With force weapons, hammer hand and things like rad grenades and brain mines they seem built for combat, and yet not being able to get in to friendly transports make them utterly pointless. I'm damned if I'm paying for an inquisitorial land raider just to get them in to combat.]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 21:16:44]]> GMT</pubDate>
				<author><![CDATA[ Khaine's Wrath]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Looks pretty good, I would drop the sternguard meltabombs and the <span class="glossaryitem" onmouseover='gp(29);'>dev</span> melta bombs and one melta gun from the command squad to give them an apothecary and then put two melta bombs on the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads that you have coming in first.<br /> <br /> 4 meltas to 5 on most targets will be diminishing returns so I would put the apothecary in, especially if you are putting vulkan in the unit with them and he can tank really well that way/stay alive longer. ]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2014 23:19:47]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4ce387b4163694ce6389e00d84578184.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/594622/6818449.page"><b>Khaine's Wrath wrote:</b></a><br/> As for that new list. Considering it's a tournament list then over 1500 is pretty useless. And since I want to play salamanders then suggesting an ultramarine list is utterly useless. </div></blockquote><br /> <br /> Then lose the grav-guns for one unit and get melta-guns. do I have to do all the work myself? <br /> <br /> At your first post you never said you NEED to play a salamander list. quote: "<i>Been trying different drop pod lists to see what people think. Having never done one before it's proving relatively difficult.</i>"<br /> <br /> <br /> Here's sum salamander advice regarding your last armylist:<br /> <br /> * commandsquad is to expensive because the still die like normal 3+ marines. For this amount of points you can get more bodies and almost the same amount of melta-gun (shots). And if you let Vulkan join them theirs no use for his heavy flamer. <br /> * 5 sternguard with heavy flamers are too expensive. Your better of with  assault marines with (combi) flamers. Heavy flamers are either overkill or useless.<br /> <br /> Vulcan is "nice" but tigiurus is much more flexible with his psychic powers. Also reroll reserves are very important with drop-pod lists. If you want the most competitive droppod list then vulcan/salamanders is not the way too go..  Your choice...<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2014 15:27:01]]> GMT</pubDate>
				<author><![CDATA[ shogun]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ I would take heavy flamers on sternguard more than assault with flamers.  <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 4 is good with the heavy xenos meta.  Vulkans flamer is a bonus, if you dont use it no big deal.<br /> <br /> <span class="glossaryitem" onmouseover='gp(184);'>Cmd</span> squad is 140 points with 4 meltas.  That is way more concentration of power throw in vulkan to tank/help protect the squad and an apothecary and it takes a LOT more to kill them, might even survive one or more turns.  ]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2014 15:41:37]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/531eb33bb2e612b3f713fa0f9197612c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/594622/6823368.page"><b>Leth wrote:</b></a><br/>I would take heavy flamers on sternguard more than assault with flamers.  <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 4 is good with the heavy xenos meta.  Vulkans flamer is a bonus, if you dont use it no big deal.<br /> <br /> <span class="glossaryitem" onmouseover='gp(184);'>Cmd</span> squad is 140 points with 4 meltas.  That is way more concentration of power throw in vulkan to tank/help protect the squad and an apothecary and it takes a LOT more to kill them, might even survive one or more turns.  </div></blockquote><br /> <br /> two sternguard unit cost 2x180 = 360 points<br /> <br /> for this you could pick:<br /> <br /> 5 assault marines+ 2 flamers + combiflamer+ pod = 105 points<br /> 5 assault marines+ 2 flamers + combiflamer+ pod = 105 points<br /> 8 assault marines+ 2 flamers + combiflamer+ pod = 146 points<br /> <br /> then you could stick Vulcan with that big group of flamers and he can flame the 4+ unit.<br /> thats more bodies more anti-infantry and a right place join vulcan.<br /> <br /> You rather pick sternguard?<br /> <br /> Command squad just shoot once and after that the are dead. Every dead model will kill a meltagun and your better off with more bodies. Or pick grav weapons to take down (F)<span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s. A little bit more expensive but you get 2 shots (next turn possible 3 shots) and more chance to take them down then 5 Melta guns even with a reroll to hit.<br /> <br />  <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2014 16:32:19]]> GMT</pubDate>
				<author><![CDATA[ shogun]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Hence Vulkan and apothecary. Will keep the squad alive for quite awhile longer assuming that they shoot at them. <br /> <br /> However I would personally run one unit of 10 sternguard with two heavy flamers but that is my personal preference. ]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2014 17:55:21]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Ok. My reasoning for my choices. <br /> <br /> Command squad -  there's nothing else that can bring down THAT many melta guns on turn one and almost guarantee that what ever armour you're hitting is definitely removed. If there is no armour than they will punch an epic hole in what ever they're hitting. Though I do concede that an apothecary might be a wise investment. Not entirely sold though.<br /> <br />  Toyed with command squad grav weapons. But they're quite specific as to what they do. They're less fluffy -  Salamanders are melta and flamer obsessed. Still thinking about them though. Not sure yet. <br /> <br /> As for dropping sternguard for 3 assault squads. No. Just No. I'd take 2 strength 5 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 4 flamers over 3 strength 4 ap5 flamers any day. Plus it keeps my pods at an odd number. Plus there is 3 people in each that benefit from special issue ammo. 3 isn't a lot I know. But in an anti infantry role the ability to take ignores cover bolt rounds or perhaps AP3 gives the unit as a whole a better anti infantry capability. ]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2014 18:42:02]]> GMT</pubDate>
				<author><![CDATA[ Khaine's Wrath]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Kain your list is fine, play it and then make any changes you feel are necessary, there is no point asking any further questions as there is nothing else to learn without you finding it yourself.]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2014 18:53:53]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Well the only change I would make it to drop <span class="glossaryitem" onmouseover='gp(29);'>devs</span>, increase one sternguard squad to 10 and turn the other into a grav sternguard squad. But I like the idea of multi melta <span class="glossaryitem" onmouseover='gp(29);'>devs</span> dropping centre field and upsetting people's day. ]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2014 19:15:09]]> GMT</pubDate>
				<author><![CDATA[ Khaine's Wrath]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ I wouldn't change a thing, with 4 snap shooting <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> sure maybe only 1 hit, but the next turn that's a death squad, and if they shoot at it then other units are alive and well.]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2014 19:26:27]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Yeah that was my thinking. <br /> <br /> How about the apothecary suggestion? ]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2014 20:01:35]]> GMT</pubDate>
				<author><![CDATA[ Khaine's Wrath]]></author>
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				<title>Never used inquisitors before. Going for a competitive salamanders build</title>
				<description><![CDATA[ Its worth it if you have vulken there, a 2+/3++/5+++ is cool, plus the rest of the squad gets it too.]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2014 21:40:53]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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