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2000pts of salamanders - competitive


Time of madness

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Working on a competitive salamander list. Taking advantage of the chapter tactic.

 

Triple vanguard list for a total of 6 command points. 2000pt list.

 

Detachment #1

 

Captain

- powerfist

- combi-plasma

= 101pts

 

2 company vets

- 1 plasma gun/chainsword

- Sgt with combi-plasma and chain sword

= 60pts

 

3 company vets

- 2 plasma guns/2 chainswords

- Sgt with combi-plasma and chainsword

= 89pts

 

3 company vets

- 2 plasma guns/2 chainswords

- Sgt with combi-plasma and chainsword

= 89pts

 

3 company vets

- 2 plasma guns/2 chainswords

- Sgt with combi plasma and chainsword

= 89pts

 

2 razor backs

- twin assault cannon

- storm bolter

= 204pts

 

Detachment #2

 

Captain

- powerfist

- combi-plasma

= 101pts

 

2 company vets

- 1 plasma gun/chainsword

- Sgt with combi-plasma and chain sword

= 60pts

 

3 company vets

- 2 plasma guns/2 chainswords

- Sgt with combi-plasma and chainsword

= 89pts

 

3 company vets

- 2 plasma guns/2 chainswords

- Sgt with combi-plasma and chainsword

= 89pts

 

3 company vets

- 2 plasma guns/2 chainswords

- Sgt with combi plasma and chainsword

= 89pts

 

2 razor backs

- twin assault cannon

- storm bolter

= 204pts

 

Detachment #3

 

Lieutenant

- powerfist

- combi melta

= 91pts

 

2 company vets

- 1 melta gun/chainsword

- Sgt with combi-melta and chain sword

= 68pts

 

3 company vets

- 2 melta guns/2 chainswords

- Sgt with combi-melta and chainsword

= 101pts

 

3 company vets

- 2 melta guns/2 chainswords

- Sgt with combi-melta and chainsword

= 101pts

 

3 company vets

- 2 melta guns/2 chainswords

- Sgt with combi melta and chainsword

= 101pts

 

2 razor backs

- twin assault cannon

- storm bolter

= 204pts

 

Total points is 1998pts

 

Idea is to have each detachment of 2 razorbacks run together. The vets will take advantage of the captains/liuetenants re-rolls.

 

I plan on being pretty aggressive moving the razorbacks forward. They still come in with 72 heavy shots from the assault cannons as they cross the field.

 

Anyone like the list?

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  • 2 weeks later...

That's overstating it slightly - troops are very useful in that regard, but they're not essential. Especially not if you think you can clear objectives. It makes the whole game a lot more one of finesse without troops, as you can't reliably hold against everything except others' troops.

 

Personally, I'm not too fussed. And this, in my esteem, fits pretty glowingly for Salamanders. Small units as a fudge for a few pieces coming together. E.g. more self-reliant allows for even smaller combat squads? Add to that that Company Veterans might simply be Salamanders who've been away from Nocturne for a very long time - no opportunity for more than a battlefield promotion, no hope of induction into them on Prometheus, no escalation to lead squads of other companies...

 

For Salamanders, this could easily be a subsection of a far-flung force towards the end of it's campaign making a daring, heartfelt leap into the fires of battle - a Crowning Moment of Awesome, if you will. :biggrin.:

 

Of course, it's a brittle, brutal list - be careful. But... I like it!

 

----

 

You've also got the handy side of maxing out on the Salamanders' master artificers skill too. Tiny squads, each getting a spare re-roll. But I'm sure it was more about emphasising self-reliance and playing a dangerous game more than exploiting rules...

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You actually make a great point about the Salamanders being small elite units in the fluff and your army as well.

Your army is very specialized and looking at it again, I would be worried with all of those Meltas and Plasma coming at me, plus the CT!

Your Razorbacks will establish a solid base of fire.

Honestly, I don't think you'll have much trouble killing stuff.

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