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		<title><![CDATA[Latest posts for the thread "[1850] - Salamanders - Triple Hammer"]]></title>
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				<title>[1850] - Salamanders - Triple Hammer</title>
				<description><![CDATA[ Dug out my sallies the other day, hoping to get a game in this weekend. What do you guys think?<br /> <br /> 1850<br /> <br /> <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> 1<br /> <br /> Vulkan<br /> Harath Shen<br /> <br /> Command Squad - Drop Pod, Apothecary, 4 with Storm Shield and Melta<br /> Terminator Assault Squad - 6 men, Land Raider Redeemer w/<span class="glossaryitem" onmouseover='gp(330);'>mm</span> and <span class="glossaryitem" onmouseover='gp(213);'>sb</span>, 4 with <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span><br /> <br /> 2 x 10 Man Tacticals - Drop Pod (or rhino?), Combi melta, melta<br /> <br /> <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> 2 (Allied)<br /> <br /> Bray'Arth Ashmantle<br /> <br /> 5 Man Tactical - Flamer, Drop pod<br /> <br /> Drop Pod<br /> <br /> Harath Shen rides with the Terminators to have a squad with 2+ 3++ 4+++ smashing potential, Vulkan either goes along in there too, or with the Command squad to protect them from charges both on overwatch and being a pretty good beatstick. Basic idea is threat saturation clearly. Bray'arth can't be left unattended, so worst case scenario he obliterates something on the drop and goes down like an expensive distraction while everything else moves up, or he survives the first turn and stomps around beating the hell out of things. Aiming for a turn 2 charge with the terminators by moving 12" first turn in the redeemer. I think if I take rhinos instead of drop pods 4 and 5, I can provide cover for the redeemer but I'm not sure if thats worth the reduction in my first turn drop effectiveness. Ideas? Thoughts? I mostly just wanted to try out the indestructible terminator squad, because they sound ridiculously saucy, so I built around that. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Mar 2016 17:20:04]]> GMT</pubDate>
				<author><![CDATA[ bigcheese86]]></author>
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				<title>[1850] - Salamanders - Triple Hammer</title>
				<description><![CDATA[ I would cut your tacs into 4 units and use drop pods.  Drop some of the <span class="glossaryitem" onmouseover='gp(221);'>SS</span> on the command squad to make room for more pods.<br /> <br /> I am worried there isnt enough firepower and only two solid offensive units in Ashmantle and the terminators...they cannot be everywhere at once. <br /> <br /> Also from what I have seen salamanders are most effective killy wise in drop pods to get those melta/flamers close and personal as quick as possible. <br /> <br /> But to play to objectives you need rhinos or bikes to zip around the battlefield..its a catch 22. <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 2 Mar 2016 18:17:29]]> GMT</pubDate>
				<author><![CDATA[ Tenzilla]]></author>
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				<title>[1850] - Salamanders - Triple Hammer</title>
				<description><![CDATA[ Yeah thats what I was kinda thinking as well. Rhinos are good at just camping on an objective and not drawing any attention to themselves once they're empty, and they do it very well. They're either drawing heavy weapons fire away from the rest of my army, which is great, or they're getting points, also great. ]]></description>
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				<pubDate><![CDATA[Thu, 3 Mar 2016 02:03:05]]> GMT</pubDate>
				<author><![CDATA[ bigcheese86]]></author>
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