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 Assault Salamanders

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wittdooley
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PostSubject: Assault Salamanders   Tue Mar 03, 2009 10:27 pm

So... I'm putting together my Salamanders 2nd Company, and I'm having real trouble justifying the notion that the Salamanders would have assault troops with jetpacks. Because of the terrain/conditions of nocturne, they don't use speeders or bikes. It also notes in Index Asartes that they have the slower reflexes, so they make little use of assault troops. Yet, in their organization thing on Lexicanum, it says their 2nd Company would have 2 assault squads.

What do you guys think? Should I make some assault sallies or would it make sense, because 1st Company has 120 Vets w/ lots of Termies, that they wouldn't have assault?
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PostSubject: Re: Assault Salamanders   Tue Mar 03, 2009 10:57 pm

All Marine chapters even though not their specialization will have troops that can perform any need that may arise. Like you stated the 2nd Company has a couple squads.

One thing to remember they are Space Marines and are trained to deal with anything. Some armies have more of one type of troop than another but they can and do train to assault even if their main use of tactics does not normally involve their use. To be a little more consistent with their non-use of speeders and such maybe deploy them without JP's and put them in Rhinos, but I think if the JP troops are what look you want I would say go for it.

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wittdooley
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PostSubject: Re: Assault Salamanders   Tue Mar 03, 2009 11:20 pm

I just can't decide. I mean, what are the point of assault marines without jetpacks?

I'm REALLY trying to stick with the fluff, though. I really wish there was at least one Sallies book....

I do have the names for my captains and stuff, though:

Ai'Laau, Captain of the Firedrakes 1st Company -- use Lysander Rules
Chaplain Xavier, Keeper of the Flame -- use Cassius Rules
Loremaster Pyrros, Protector of the Promethean Opus-- use Dark Angels Ezekial Rules
Huo'jin, Captain of the 2nd Company -- use Sicarius Rules
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PostSubject: Re: Assault Salamanders   Wed Mar 04, 2009 1:14 pm

wittdooley wrote:
I just can't decide. I mean, what are the point of assault marines without jetpacks?

Their sarge gets slightly different wargear than a normal Tactical sarge.

Also: Land Raider Firestorm Cannon, oh yeah baby. Full 10 man squad that can assault out of a vehicle.
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PostSubject: Re: Assault Salamanders   Wed Mar 04, 2009 1:49 pm

Mendin wrote:
wittdooley wrote:
I just can't decide. I mean, what are the point of assault marines without jetpacks?

Their sarge gets slightly different wargear than a normal Tactical sarge.

Also: Land Raider Firestorm Cannon, oh yeah baby. Full 10 man squad that can assault out of a vehicle.

Also without JP - the Rhino or DP are free so you get more "force" on the table. Essentially 3 units to Control objectives (or give up KP) if you use combat squads.
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PostSubject: Re: Assault Salamanders   Wed Mar 04, 2009 2:06 pm

I say there isn't much more salamander than assault troops.

Guys carried into close battle with the enemy on streams of fire and smoke! What isn't salamander about that!? Throw in a counts as power fist thunder hammer on the sergeant and you have a perfect salamander unit!

Also, the lack of speeder tech shouldn't be related to these guys, quite different tech. Also, as chad said, they are marines and will do and use what they need to to get the job done!

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wittdooley
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PostSubject: Re: Assault Salamanders   Wed Mar 04, 2009 5:23 pm

So are we agreeing that I should do them WITHOUT jetpacks then?
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PostSubject: Re: Assault Salamanders   Wed Mar 04, 2009 8:31 pm

Okay....so heres the question.... How would one decide to equip the Sarge if you had no jump pack assault marines?

Do we want to keep the 3 attacks, or do we not worry about the extra attack and give him a power fist or thunder hammer?

Obviously, at that point costs, it's probably not worth giving him a storm shield..right?
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PostSubject: Re: Assault Salamanders   Tue Mar 10, 2009 7:01 pm

Thunder hammer. Give him a thunder hammer.
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