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		<title><![CDATA[Latest posts for the thread "[1000] - Salamanders - (Skyhammer Core)"]]></title>
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				<title>[1000] - Salamanders - (Skyhammer Core)</title>
				<description><![CDATA[ === Salamanders (total 1000pts exactly) ===<br /> <br /> = Skyhammer Annihilation Force (total 570pts) =<br /> <br /> Assault Squad - 145pts<br /> - Veteran Sergeant (Power Fist) + 4 Assault Marines (1 Eviscerator)<br /> - Jump Packs<br /> <br /> Assault Squad - 180pts<br /> - Sergeant (Melta Bombs) + 9 Assault Marines (1 Flamer)<br /> - Jump Packs<br /> <br /> Devastator Squad - 125pts<br /> - Sergeant + 4 Marines (2 Multi-Meltas)<br /> - Drop Pod<br /> <br /> Devastator Squad - 125pts<br /> - Sergeant + 4 Marines (2 Multi-Meltas)<br /> - Drop Pod<br /> <br /> = Combined Arms Detachment (total 420pts) =<br /> <br /> Techmarine - 65pts<br /> <br /> Tactical Squad - 120pts<br /> - Sergeant (Combi-Flamer) + 4 Marines (1 x Flamer)<br /> - Drop Pod<br /> <br /> Scout Squad - 105pts<br /> - Sergeant (Combi-Flamer) + 4 Scouts<br /> - Land Speeder Storm (Heavy Flamer)<br /> <br /> Hunter - 70pts<br /> <br /> Whirlwind - 65pts<br /> <br /> <br /> <br /> === Comments ===<br /> <br /> Actually my first ever army list after lurking and collecting/painting on and off for years, so I have a hard time gauging where I am crossing the cheese line (esp. with Skyhammer rules which seem very generous). I'm a bit worried that at low points drop-pod marines make for a fragile AND d*ckish list.<br /> <br /> Will see most use against Guard, Tau and Dark Eldar. Salamanders less for now than the future. I plan to bring in Vulkan at higher points; hardly justifiable at 1k.<br /> <br /> Obviously the Skyhammer formation is there for vehicles/monsters/etc.. Couldn't afford gravs on the Devastators, prefer meltas for fluff anyway. I was a little concerned about two small anti-vehicle assault squads in the event of judicious/bubblewrap deployment (i.e. blobguard around vehicles in a corner), so I maxed out the other assault squad for survivability and a bit more anti-blob. Flamer also useful against open-tops I guess.<br /> <br /> That takes over half the points, so the rest is anti-blob, anti-flyer and objective-focused, with a little injection of mobility from the land speeder storm.<br /> - Only one other pod to come down, so the tactical will arrive with the Skyhammer.<br /> - The <span class="glossaryitem" onmouseover='gp(440);'>LSS</span>'s heavy flamer, Cerberus <span class="glossaryitem" onmouseover='gp(328);'>ML</span> and distraction seemed worth it for scouts' lower durability compared to another tactical in a pod.<br /> - Whirlwind for cheap bubblewrap dissuasion and mobile threat of havoc.<br /> - Hunter I thought would be especially handy against Tau/Dark Eldar even at 1000pts where I imagine there isn't an abundance of flyers.<br /> - Plain Techmarine to hang back with the tanks, but perhaps a plain Librarian with the tactical squad would be more useful?<br /> <br /> Would really appreciate thoughts and <span class="glossaryitem" onmouseover='gp(19);'>CC</span> - as I say, it's my first ever list! Thanks <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 18 Jun 2016 16:22:36]]> GMT</pubDate>
				<author><![CDATA[ alopex]]></author>
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				<title>[1000] - Salamanders - (Skyhammer Core)</title>
				<description><![CDATA[ I would recommend minimum squads for the assault marines so you can deep strike them in aggressively and them add the two extra <span class="glossaryitem" onmouseover='gp(330);'>MM</span> to each devastator. To cheapen up your assault squads go 5 man with 2 flamers and just give a regular Sgt a melta bomb. So to change your set up that leaves you with 85 points to make further changes,<br /> <br /> Unless you are facing a lot of flyers and with salamanders love of flame I would lose both the hunter and whirlwind so that leaves you a total of 215 points to burn.  May 2 more of your scouts on landspeeder storms or a librarian instead of a tech marine possibly a sternguard with 3 combimeltas and 2 combiflamers in a drop pod.<br /> <br /> At higher points you could duble down on your skhammers and add a second one.  Vulkan with 16 mastercrafted multimeltas.... Disgusting.]]></description>
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				<pubDate><![CDATA[Sat, 18 Jun 2016 22:08:08]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>[1000] - Salamanders - (Skyhammer Core)</title>
				<description><![CDATA[ Perhaps you should put all 4 Multi Meltas on a single unit of <span class="glossaryitem" onmouseover='gp(29);'>Devs</span>. One of the main points about Skyhammer is being able to surpress units for the Assault Marines, a wasted rule if you're firing at tanks. I run 4x Multi Meltas and 4x Heavy Bolters in my Skyhammer, the former of which has 10 guys Combat Squadding so I can take out a tank <i>and</i> surpress another unit. ]]></description>
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				<pubDate><![CDATA[Sun, 19 Jun 2016 20:32:18]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>Re:[1000] - Salamanders - (Skyhammer Core)</title>
				<description><![CDATA[ EDIT: Ok, I had no idea about the severity of the (social/legal/other) constraints on this formation... i.e. how badly it was received and how the rules appear to have been classed as limited edition. (Apparently that's a thing now? Limited edition rules?) Though that reception makes plenty of sense having read through the relevant threads from last year on this forum and others. I'm coming back to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> after a long hiatus so was still getting to grips with the whole formation thing - sorry. Have to admit that my feelings on formations in general are pretty mixed/negative, but then what do I know. Also a shame because drop pod tactics and certain units (AMs) sound like they could have done with a little help (and instead got an unacceptable amount, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>).Glad I realised before shelling out on loads of models I don't currently have.<br /> <br /> So, assuming the consensus is that Skyhammer is not really ok (?), I guess it's back to the drawing board!<br /> <br /> <br /> <br /> <br /> <br /> = = = Original Reply = = =<br /> <br /> Thanks - I've doubled the scouts and stripped down the assault squads (<a href="/dakkaforum/jforum.page?action=findUser&module=user&username=DAaddict">DAaddict</a>); converted the tactical into devastator extra men to be combat squadded, effectively creating two <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads with Suppressing Fusillade (thanks <a href="/dakkaforum/jforum.page?action=findUser&module=user&username=Valkyrie">Valkyrie</a>); kept both devastators with <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> though may bump up to 4 each.<br /> <br /> That comes to 810pts for 30 marines appearing in turn one (with 6 templates and 4 <span class="glossaryitem" onmouseover='gp(330);'>MMs</span>) plus 10 scouts in 2 <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> (<span class="glossaryitem" onmouseover='gp(84);'>lol</span>, cheese angst). How to use the 190pts? Coincidentally the exact cost of Vulkan... but I think a librarian and some combination of kit, extra <span class="glossaryitem" onmouseover='gp(330);'>MM</span> or more assault marines is probably best. (I'd be tempted by Inquisition allies since they're unbelievably cheap but they'd probably be vaporised for want of anything else to shoot at if I didn't get first turn.)<br /> <br /> - - - - - - - - - - - - - - - - - - - - - - - -<br /> <br /> = Skyhammer =<br /> <br /> Assault Squad (Jump Packs) - 95pts<br /> - Sergeant + 4 Assault Marines (2 Flamers)<br /> <br /> Assault Squad (Jump Packs) - 95pts<br /> - Sergeant + 4 Assault Marines (2 Flamers)<br /> <br /> Devastator Squad (Drop Pod) - 205pts<br /> - Combat Squad: Sergeant (Combi-Flamer) + 4 Marines<br /> - Combat Squad: 5 Marines (2 Multi-Meltas)<br /> <br /> Devastator Squad (Drop Pod) - 205pts<br /> - Combat Squad: Sergeant (Combi-Flamer) + 4 Marines<br /> - Combat Squad: 5 Marines (2 Multi-Meltas)<br /> <br /> = <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> =<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>?<br /> <br /> Scout Squad (Combi-Flamer & Land Speeder Storm w/ Heavy Flamer) - 105pts<br /> <br /> Scout Squad (Combi-Flamer & Land Speeder Storm w/ Heavy Flamer) - 105pts<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 20 Jun 2016 10:33:29]]> GMT</pubDate>
				<author><![CDATA[ alopex]]></author>
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				<title>[1000] - Salamanders - (Skyhammer Core)</title>
				<description><![CDATA[ Skyhammer is totally okay. Not sure what you mean about rules being limited ed. I mean sure, if they release a new Angels of Death suppliment that overrides the current one, but that's highly unlikely to be any time soon (if at all). <br /> <br /> That second list looks decent. Vulkan wouldn't be worth <span class="glossaryitem" onmouseover='gp(72);'>imo</span> as there are no meltas to benefit from his special rule and there's nowhere for him to go either. I'd be tempted instead to take that <span class="glossaryitem" onmouseover='gp(456);'>LS</span> formation w 2 <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> (you've got those) and 2 <span class="glossaryitem" onmouseover='gp(456);'>LS</span>. That would mean one of your sergeants would have to be your warlord though; idk whether or not that bothers you. <br /> <br /> I'd also be looking to bump those <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads to 4 heavy weapons a piece. At 1k, 8 <span class="glossaryitem" onmouseover='gp(330);'>MM</span> is probably overkill so maybe take one unit with 4 and the other with 4 heavy bolters as suggested above, or whichever heavy weaps you prefer. Remember you can put 2 heavies in each combat squad, you don't have to put all 4 in one.<br /> <br /> The real weaknesses I see though are lack of obsec and lack of <span class="glossaryitem" onmouseover='gp(805);'>AA</span>. Whilst the the scouts help with the latter, that's only two units. Maybe drop those <span class="glossaryitem" onmouseover='gp(29);'>devs</span> back to 5 men in order to fill out a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> with a min <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and some more scouts. Putting the hunter back in the list would be a good move too as they can full <span class="glossaryitem" onmouseover='gp(14);'>BS</span> those d/eldar skimmers even if no flyers are present and <span class="glossaryitem" onmouseover='gp(126);'>TL</span> helps deal with snapshotting ground units. <br /> <br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span>;DR - drop back to 5 man <span class="glossaryitem" onmouseover='gp(29);'>Devs</span> with 4 heavy weapons each, and kit out a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> with scouts and a hunter<br /> <br /> Hope that helps <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 22 Jun 2016 11:10:56]]> GMT</pubDate>
				<author><![CDATA[ Brother Payne]]></author>
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