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 Vanilla/Salamander List

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wolfman
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Posts : 221
Join date : 2008-02-10
Age : 35
Location : Lawrenceburg, IN

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PostSubject: Vanilla/Salamander List   Vanilla/Salamander List EmptyFri Dec 12, 2008 2:57 pm

First official list under new codex, finally had time to game the other day Mike Leon Worked me(As usual) So figured i'd better get back to business.

HQ
115Captain, PowerSword
100 15
130Command Squad 3+Apothecary+Champion
115 15

115 Chaplain, Jumpack
100 15

Troops
200 Tac1 9+sgt Powerfist, meltagun, missle launcher
170 25 5
195 Tac2 9+sgt plasma pistol, Plasma gun, Missle launcher
170 15 10
170 Tac3 9+sgt flamer, missle launcher

130Tac4 4+sgt plasma pistol, power first
15 25
100 Scouts 4+sgt Heavy Bolter, Teleport Homer
10 15

Elites
200 Terminator Squad 4+sgt

105 Dreadnaught

Fast
125 Assult Squad 4+sgt flamer, plasma pistol
100 10 15
Heavy
110 Devastator Squad 4+sgt Heavy Bolter,Plasma Cannon
90 15 25

Dedicated Transport
35 Rhino
Total points 1730

Was thinking of trying to use scouts in combo with the termies deep strike rule. Any suggestions or info about list or rules would be a big help thnx for looking it over.
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wolfman
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Posts : 221
Join date : 2008-02-10
Age : 35
Location : Lawrenceburg, IN

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PostSubject: Re: Vanilla/Salamander List   Vanilla/Salamander List EmptySat Dec 13, 2008 9:41 pm

Somebody...Sad
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altahara
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altahara


Posts : 700
Join date : 2007-11-10
Age : 41
Location : West Chester

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PostSubject: Re: Vanilla/Salamander List   Vanilla/Salamander List EmptySun Dec 14, 2008 6:17 am

the biggest problem i see with this list is mobility.. if you notice on mike leons list all of this troops move very fast.. rhinos or jump packs.. makes a big difference if the scenario is capture and control.. w/o mobility you will probably never win....
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Mike Leon
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Mike Leon


Posts : 667
Join date : 2008-05-12

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PostSubject: Re: Vanilla/Salamander List   Vanilla/Salamander List EmptyWed Dec 17, 2008 1:48 pm

I run an assault based army too. It's a little bit different, but I think Brian's point still holds true. Mobility is huge.

You have too many tactical squads in this list and no rhinos for any of them. Drop a squad and get rhinos for the other 3.

Lose the scouts. Those are just free victory points for whoever you're playing.

Terminators + dreadnought are too much. Lose one or the other. My vote is for keeping the termies, especially if they have hammers and shields.

There is no reason to have 2 HQs. Either one is okay. Although I'm a big fan of the jump chaplain.

Thumbs down on the command squad. Assault troops that move 6" are not assault troops.

Also, your devastators have heavy bolters. That doesn't make sense in a list that has 35+ regular bolters already. Take something that can smash tanks instead.

I just recommended you drop about 450 points from this list. That should be plenty to get more Devastators or Predators if you're into that kind of thing. Upgrading to a Force Commander or even a named character might be a good plan too.

Have you seen the Salamanders Commander Vulkan He'stan? He grants twin-linked to every melta/flamer in your army. He's no good to you in this list, but if you want to really fit the Salamanders theme you could pump up the burny things and then use him.

Pedro Kantor isn't much of a stretch either. You could get a couple boxes of Sternguard and do that list me and Keith told you about the other day without altering much. In fact, you don't even have to buy anything. You have plenty of tactical squads to just call sternguard if you want. Paint them fancy or something.
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Redmaw
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Posts : 16
Join date : 2008-12-15
Age : 34
Location : Cleveland Ohio

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PostSubject: Re: Vanilla/Salamander List   Vanilla/Salamander List EmptyWed Dec 17, 2008 3:51 pm

I agree with the others about the mobility. My salamanders use He'stan (you should really look into him, it's fluffy, great bonuses for using him, and he's a great conversion opportunity (I'll bring mine down this week)); I also use razorbacks and combat squad my units leaving behind the multi-meltas on objectives and taking either flamer or melta inside the razorback to move up and take objectives.

A dread or two with multi-meltas is also nice... have you considered Ironclads? They're sallie fluffy (have underslung flamers/meltas, can have a huge hammer, etc.) and the extra armor is always welcome when drop podding him into the heart of your enemies.

Remember, close fire fights, lots of burning, tis the salamander way. Wink
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wolfman
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Posts : 221
Join date : 2008-02-10
Age : 35
Location : Lawrenceburg, IN

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PostSubject: Re: Vanilla/Salamander List   Vanilla/Salamander List EmptyWed Dec 17, 2008 10:09 pm

thnx for the advice guys, i bought a drop pod and a another pack of assult marines so i'm going to tweak a bit more and see what happens.
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