Hi guys, only recently got back into 40k after almost a decade away just before the 6th edition came out, so whole lot of new rules to learn fast! Again!
I started out again with Blood Angels going sanguinary guard heavy with Dante but with the new 6th edition overwatch rules and flamers getting D3 hits i started thinking of good old salamanders. I disliked the crazed assault tactics of the blood angels and wanted something more "shooty" but with a solid close quarters combat threat and though Salamanders fit the bill nicely. So having popped down to GW and basically handing them my credit card i came away with the following:
3 x Tactical Squad
1 x Assault Terminators
1 x Terminators
2 x Landraider Redeemer
And ordered Vulkan!
So my 1750pts army list is as follows:
HQ1) Vulkan = 190
Elite 1) Terminator Assault Squad (6) - TH/SS = 240
Elite 2) Terminator Squad (5) - 3x ChainFist, Heavy Flamer = 220
Troop 1) Tactical Sqaud (10) - MeltaBombs, Power Weapon (Axe), Storm Bolter, Flamer, MultiMelta = 200
Troop 2) Tactical Sqaud (10) - MeltaBombs, Power Weapon (Axe), Storm Bolter, Flamer, MultiMelta = 200
Troop 3) Tactical Sqaud (10) - MeltaBombs, Power Weapon (Axe), Storm Bolter, Flamer, MultiMelta = 200
Heavy 1) Landraider Redeemer - MultiMelta = 250
Heavy 2) Landraider Redeemer - MultiMelta = 250
Total = 1750
So what do you guys think? Any recommendations? My tactics are to send tact squad 1 and 2 up to claim objectives close to enemy while 3 holds the rear objectives and send the landraider terminators in to the assault threats, vulkan will go with terminator sqd 2 for some close combat initiative support.
I'm looking to expand to 2000 points in the future and was thinking sternguard in a drop pod with some combi meltas to eliminate tank / artillery threat and to mess up someones initial strategy.
Thanks for the help guys!
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Help with Salamanders 1750pts Army
Started by
fireforyou
, Aug 09 2012 03:38 PM
#1
Posted 09 August 2012 - 03:38 PM
#2
Posted 09 August 2012 - 03:57 PM
storm bolters are even worse than before, since botlers fire out to 24" (never pay for them, unless padding a vindicator with extra weapon destroyed results)
the power axe is asking to be challenged, and brought down, tacticals should never have a strike last weapon (only squads that are mobile/fast shoudl have them, because then they can position themselves on teh charge not to be in challenge range, but then pile in and strike.
tacts need rhinos, and i prefer crusaders over redeemers. redeemers make it too easy to melta them, and melta still brings raiders down pretty quick.
also no reason not to take 2x squad of assault terminators
so my suggestion would be to drop 6th assault term, drop the storm bolters, swap tact terms to assault terms, drop all the power weapons; and buy 3xrhinos, and 2xcrusader
the power axe is asking to be challenged, and brought down, tacticals should never have a strike last weapon (only squads that are mobile/fast shoudl have them, because then they can position themselves on teh charge not to be in challenge range, but then pile in and strike.
tacts need rhinos, and i prefer crusaders over redeemers. redeemers make it too easy to melta them, and melta still brings raiders down pretty quick.
also no reason not to take 2x squad of assault terminators
so my suggestion would be to drop 6th assault term, drop the storm bolters, swap tact terms to assault terms, drop all the power weapons; and buy 3xrhinos, and 2xcrusader
#3
Posted 09 August 2012 - 05:09 PM
Thanks for the reply Squirrel, excellent advice, got an old BA rhino kicking about somewhere and i'll get 2 more, removing the PWs and storm bolters all adds up nicely and i could use the rhinos for some screening from incoming fire. For fluff reasons i feel i need to keep redeemers though with they're flamers (no rerolls though i know!). I chose the normal terminators so i could get the LR dedicated transport.
Thank you mate.
Thank you mate.
#4
Posted 09 August 2012 - 06:23 PM
dedicated transports really dont benefit you in any way, they get no advantages.
if you take them in your heavy slot, you can start inside them, and can even do the one reserve roll for both terms and raider.
all dedicated does, is forces only the unit they are bought for are allowed to start in them turn 1 (instead of one of your choosing)
if you take them in your heavy slot, you can start inside them, and can even do the one reserve roll for both terms and raider.
all dedicated does, is forces only the unit they are bought for are allowed to start in them turn 1 (instead of one of your choosing)
#5
Posted 09 August 2012 - 07:20 PM
Thanks again Squirrel, I will do exactly that! Luckily i haven't opened the terminators yet so will take it along to GW tomorrow to see if i can exchange for assault terminators. Still got 2 slots in my heavy then for some long range love at 2000 points.
Cheers
Cheers
#6
Posted 09 August 2012 - 08:44 PM
yeah for your next purchase i think id do 2x dreads with 2xtl-autocannon. (brings you up to 2000)
i think you can fit them by taking terms as one squad, and combat squading
i think you can fit them by taking terms as one squad, and combat squading
#7
Posted 10 August 2012 - 10:18 AM
Two Rifleman Dreads or combi-preds or Typhoons are vital for Vulkan forces. When you focus on melta and flamer you run out of ranged weapons, which you need, otherwise a canny opponent will try to avoid you and run rings around you.
Otherwise just follow Squirrel's advise.
Otherwise just follow Squirrel's advise.
IA: Knights Seraphic - Sons of the Lion, Condemners of the Hunt, Knights of the Imperium.
Seraph's Wings - WIP, short story of the Knights Seraphic
Knights Seraphic special characters
Codex: Space Marines 101 - a basic guide to using Codex: Space Marines
Enemies 101 - a basic guide for fighting the armies of WH40K, by Shadowstalker Grim
Sternguard: a Tactical Analysis - a comprehensive guide on using Sternguard Veteran squads in C:SM
Seraph's Wings - WIP, short story of the Knights Seraphic
Knights Seraphic special characters
Codex: Space Marines 101 - a basic guide to using Codex: Space Marines
Enemies 101 - a basic guide for fighting the armies of WH40K, by Shadowstalker Grim
Sternguard: a Tactical Analysis - a comprehensive guide on using Sternguard Veteran squads in C:SM
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