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				<title>[1850] - Salamanders - First draft</title>
				<description><![CDATA[ Helping a friend plan an army he's working towards, Salamanders at 1850 points (to be adjusted up or down as needed).<br /> Came up with this rough framework, but I'm a Necron player not a Vermin With Delusions Of Relevance player, so looking to see if I'm making any grievous errors; doesn't need to be ultra-competitive, just a fairly good take-all-comers list.<br /> <br /> Vulkan<br /> 8 Sternguard, all with Combi-Meltas (due to the ruling for Master Crafting combi weapons)<br /> Drop Pod<br /> <br /> 3 Squads of Tactical Marines<br /> Combat squadded: Melta gun and sarge in ride, Mult-Melta squatting on an objective<br /> Razorbacks with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Assault Cannons<br /> <br /> 2 Ironclads with Seismic Hammers and dual Heavy Flamers<br /> Drop Pods (initial drop, Vulkan and Sternguard in secondary drop)<br /> <br /> 2 Stalkers<br /> <br /> ~150 points for:<br /> Lascannon Predator<br /> Vindicator<br /> Devastators<br /> Librarian in Vulkan's pod with the Salamander tome and ML2<br /> third Stalker<br /> with another Sternguard and vehicle upgrades and such to fill out the point holes<br /> <br /> Ironclads drop down first and stomp around softening things up and causing some havoc as your rides drive into position and Vulkan and crew come down to deal with the field once it's a bit less hostile.<br /> <br /> Should the Multi-Meltas in the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads be some other heavy weapon if they're staying back? Them getting rerolls is really tempting, but 24" can be rough I'm sure.<br /> Should the Razorbacks have <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Lascannons instead of Assault Cannons, so that first turn they can crack open transports so the Ironclads can spew promethium all over the contents?<br /> Should the Stalkers be in one unit so it's less likely to give up a kill point, or separate units so they can have different firing arcs and more easily deal with multiple targets?<br /> Should some of the Sternguard take combi-flamers even though that means you miss out on Master Crafting their bolters?<br /> Other general suggestions?]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2016 02:29:23]]> GMT</pubDate>
				<author><![CDATA[ Nightbringer's Chosen]]></author>
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				<title>Re:[1850] - Salamanders - First draft</title>
				<description><![CDATA[ Only characters get Master Crafted.<br /> You can't take a dedicated transport unless you can fit your entire squad in it.  But thats okay, cause all you have to do is split your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads into 6 troop choices.  (Pretty sure i read that somewhere, its a pain in the ass)<br /> <br /> <br /> Thats a lot of melta on the sternguard, realistically they are only going to get one chance to shoot them, so unless your using them to pop a land raider it might be overkill.<br /> Definitely keep the melta's, maybe trade out the multi-melta's for plasma cannons.  Keep the assault cannons on the razor backs.  Keep the Stalkers together, you aren't likely to kill anything with just one and there is no point giving away a free point.  You could probably give 3 of the sternguard combi-flamers, (or two of them heavy flamers) and you'd still have enough melta to drop a (forgive the pun) rhino.  <br /> <br /> Not sure how that list adds up to 1850 unless your taking ALL that stuff you listed at the bottom, in which case that is a most random assortment of fuckery.  Maybe try to make your army a little more uniform with models that complement each other well.]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2016 03:39:26]]> GMT</pubDate>
				<author><![CDATA[ rrll]]></author>
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				<title>Re:[1850] - Salamanders - First draft</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/691816/8673659.page"><b>rrll wrote:</b></a><br/>Only characters get Master Crafted.<br /> You can't take a dedicated transport unless you can fit your entire squad in it.  But thats okay, cause all you have to do is split your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads into 6 troop choices.  (Pretty sure i read that somewhere, its a pain in the ass)<br /> <br /> <br /> Thats a lot of melta on the sternguard, realistically they are only going to get one chance to shoot them, so unless your using them to pop a land raider it might be overkill.<br /> Definitely keep the melta's, maybe trade out the multi-melta's for plasma cannons.  Keep the assault cannons on the razor backs.  Keep the Stalkers together, you aren't likely to kill anything with just one and there is no point giving away a free point.  You could probably give 3 of the sternguard combi-flamers, (or two of them heavy flamers) and you'd still have enough melta to drop a (forgive the pun) rhino.  <br /> <br /> Not sure how that list adds up to 1850 unless your taking ALL that stuff you listed at the bottom, in which case that is a most random assortment of fuckery.  Maybe try to make your army a little more uniform with models that complement each other well.</div></blockquote><br /> Vulkan <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> all the Meltas in the army, not talking about the Artisans rule.<br /> Not taking all of that stuff on the bottom, it's 1850 after taking a single one of those things (possibly with a few vehicle options and such to fill out points).<br /> Thanks for the advice!]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2016 04:01:52]]> GMT</pubDate>
				<author><![CDATA[ Nightbringer's Chosen]]></author>
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				<title>[1850] - Salamanders - First draft</title>
				<description><![CDATA[ One thing to consider is formations.  You are fairly close to a gladius, and some minor re-jiggering will get you there.<br /> <br /> Depending on what you are shooting at and how you define “reliable” it should take 4-5 melta shots to kill something.  <span class="glossaryitem" onmouseover='gp(126);'>TL</span> and other buffs will bring that down.  But with all the super heavies out there, can’t fault more melta in a list.  The point-shaver in me says to drop them to 5.  I generally run my sternguard no combi, with a pair of <span class="glossaryitem" onmouseover='gp(336);'>HFs</span>.<br /> <br /> For most formations, these guys would need to be replaced with a command squad.  4 meltagunners and an apothocary in a pod does the same job, is a little tougher due to the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, but not quite as flexible.<br /> <br /> If you are running meltaguns in <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, make sure the sarge has a combi to match.  And if you are going to use a <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, keep the squad together in a rhino.  If you plan on combat squadding, you might want to grab a <span class="glossaryitem" onmouseover='gp(80);'>LC</span> or other long range gun.  This would also be a decent place to diversify your firepower a bit.  You could load up on squad with Grav, for example.<br /> <br /> Once you go pods, it’s tempting to keep adding more.  There are pros and cons to each option though.  If you do go with the razors, I might take some of them as las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> or <span class="glossaryitem" onmouseover='gp(756);'>TLLC</span>.  Just so you have something in your army with a range over two feet.<br /> <br /> Ironclads are fine.  If you go with a battle demi-co, you will need to drop one.<br /> <br /> Stalkers are good <span class="glossaryitem" onmouseover='gp(805);'>AA</span> tanks.  They have a built in split fire-type option, so loose a lot less squadroning then most.<br /> <br /> If you are not reformatting the list to take advantage of formations, I’d go with either the pred or some <span class="glossaryitem" onmouseover='gp(80);'>LC</span> <span class="glossaryitem" onmouseover='gp(29);'>devs</span>.  Just for some long range firepower.  But all the options listed would work.<br /> <br /> If you wanted to run the Gladius (or the salamander specific detatchment, for that mater)  you need a core and an auxiliary choice.  The aux is easy, you already have two stalkers.  Just add a hunter for the <span class="glossaryitem" onmouseover='gp(805);'>AA</span> formation.  The battle demi-co takes a little more work.<br /> <br /> - sternguard<br /> - one dread (could keep both if squadroned not in pods)<br /> + (optional command squad)<br /> + <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad<br /> + Assault type squad<br /> <br /> A 5 man assault squad with 2 flamers in a pod could fill in for the 3rd pod.  4xLC <span class="glossaryitem" onmouseover='gp(29);'>devs</span>, and the aforementioned command squad replacing the <span class="glossaryitem" onmouseover='gp(215);'>SG</span>.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2016 12:27:01]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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