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 Post subject: 1500 pts Salamanders
PostPosted: Fri Mar 06, 2009 2:15 am 
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Savage Orc Warlord

Joined: Sun Feb 03, 2008 12:09 am
Posts: 953
Very definitely Work in Progress (I've got the Scout Sargeant painted so far) but it is something I am putting more effort into.

HQ: Forgefather Vulkan He'stan (190 Pts)

HQ: Brother Arsene Icosis
Space Marine Librarian (100 Pts)
Null Zone; The Avenger

Elite: Venerable Brother Hephaestus
Dreadnought (165 Pts)
Extra Armor; Heavy Flamer; Twin Linked Heavy Flamer; Drop Pod

Elite: Squad Palici
5 Assault Terminators (200 Pts)
Thunder Hammer & Storm Shield (x5)

Troops: Squad Pyrios
10 Tactical Marines (250 Pts)
Meltagun; Multi-Melta;

Rhino: Helios
Extra Armor

Troops: Squad Adranus
10 Scouts (180 Pts)
Camo Cloaks; Sniper Rifle (x9); Heavy Bolter w/Hellfire Shells

Fast Attack: Squad Aetna
3 Land Speeders (150 Pts)
Heavy Flamer (x3)

Heavy Support: Volundr
Land Raider Redeemer (265 Pts)
Extra Armor; Multi-Melta


The Forgefather, Vulkan Hest'an, has gathered around him a small force of Space Marines as he embarks on his sacred mission to recover the lost artifacts of Vulkan.

Brother Icosis, a recent recruit to the chapter Librarium, has impressive abilities in the psychic art of psychometry. By holding an object, he is able to divine some details of the object, including who last held it. It is Hest'an's hope that he will be instrumental in his search.

Venerable Brother Hephaestus has been entombed within his armoured shell for over three millenia. His wisdom and counsel have proved invaluable to Hest'an on many occasions, and has joined the expedition to lend his calming manner to the party.

Squad Palici are Hest'ans personal bodyguard. Their presence were granted to him on the same day that he was ordained as the Forgefather. They will give their lives if necessary in pursuit of their goals.

Squad Pyrios are from the fourth company, and Sergeant Pyrios is a close colleague of Hest'ans. They have fought together on a thousand worlds, and he will follow Hest'an into the Eye of Terror, if it meant recovering only one of the artifacts.

Squad Adranus are on their final mission as Scouts. Once this expedition is over, they will return to Prometheus, where they will granted full status as Brother Marines. Sergeant Adranus is a veteran Scout Sergeant, who has seen many of his charges progress on to greater things, including a former 4th company Captain.

Although the Salamanders fighting style does not lend to lightning strikes so much as the rest of their brother Marines, they still see the wisdom in utilising Land Speeders, and especially so in a mission such as Hest'ans, where speed is sometimes the best course of action. Often, they are not required to destroy massed forces, but merely speed in, collect what they came for, and speed out again. Squad Aetna have proved themselves many times over over the course of the expedition, and have shown how Space Marines have to be able to adapt to any given situation.

Volundr is Hest'ans personal transport. Land Raider Redeemers are favoured by the Salamanders, and Hest'an is no different. The Machine Spirit sometimes takes on a near sentience, and as often avoided potential incidents without seeming to have warning.

The usual tactics employed by the army is for the Land Speeders to soar forwards, quickly followed by Squad Agni in their Rhino, Helios and Scout Squad Adranus.

After these have reconned the area, if further assistance is required, then they contact the Strike Cruiser, where a Thunderhawk transporter, bearing the Land Raider Volundr, containing Hest'an, Icosis and Squad Palici and a Drop Pod containing Venerable Brother Hephastus, where they rapidly descend to the planet. Hest'an is in contact with Sergeants Pyrios and Adranus, so they are ready for battle the moment they touch down.


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 Post subject:
PostPosted: Sat Aug 01, 2009 8:08 pm 
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Savage Orc Warlord

Joined: Sun Feb 03, 2008 12:09 am
Posts: 953
After having had a few games now, I have come to the conclusion that I have one weak spot in the army - the Landspeeders.

In an army that is solid and resilient, the Landspeeders are a sore thumb. They tend to be the first unit picked on, due either to their damage potential, or their paper armour.

So this is a re-think of the original army.

HQ: Forgefather Vulkan He'stan (190 Pts)

HQ: Space Marine Librarian (100 Pts)
Null Zone; The Avenger

Elite: Terminator Assault Squad (465 Pts)
5 x Terminator Assault Squad; Thunder Hammer & Storm Shield
Land Raider Redeemer
Extra Armor; Multi-Melta

Elite: Ironclad Dreadnought (185 Pts)
Heavy Flamer (x2)
Drop Pod

Troops: Tactical Squad (255 Pts)
10 x Tactical Squad
Meltagun; Multi-Melta
Rhino
Dozer Blade; Extra Armor

Troops: Scout Squad (170 Pts)
10 x Scout Squad
Camo Cloaks; Sniper Rifle (x9)

Heavy Support: Vindicator (130 Pts)
Extra Armor

Total Roster Cost: 1495

So, anyone with constructive criticism yet?


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 Post subject:
PostPosted: Sat Aug 01, 2009 10:25 pm 
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Boss
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Posts: 463
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you seemed to have changed quite a bit there pip! not being too up to date with the new codex i just wonder do your tactical squads have to be 10 man? and do you need a 10 man scout squad? as much as i love flamers and melta's there doesnt seem to be much long range fire power! i know you like the theme but why not 2 sqauds of scouts with a heavy bolter in each? land speeders may be made of paper but surely can be the sole reason for losing?

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 Post subject:
PostPosted: Sun Aug 02, 2009 7:36 pm 
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Savage Orc Warlord

Joined: Sun Feb 03, 2008 12:09 am
Posts: 953
The Marines have to be 10 man to get access to heavy or special weapons, but can split into two five-man squads.

The scouts can also split into two 5-man squads, meaning 4 scoring units in objective games, but two less KPs in Annihilation.

I tend to find that Lascannons don't do a lot of damage to heaby vehicles unless you are lucky, while melta weapons are very nasty.

They are probably not the only reason why I am losing, but they are not very fitting, and do go down far too easily ( but then you like that tactic :) )


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 Post subject:
PostPosted: Sun Aug 02, 2009 9:06 pm 
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Boss
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well it has always been something i look for!

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 Post subject:
PostPosted: Mon Aug 03, 2009 8:25 pm 
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Snotling

Joined: Wed Sep 10, 2008 4:58 pm
Posts: 35
the list seems quite good

when i play salamanders i have vulkan hestan with a comabt unit in a redeemer and then as many 10 man tac sqauds with free weapons as possible
to make as much us of the reroll meltas and flme weapons rule
ive also got a few rhinos to go tank hunting with their contents

plus not much can with stand a large amount of bolter fire followed by hestan and his unit chargin in like crayz buggers


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 Post subject:
PostPosted: Sat Aug 08, 2009 8:56 am 
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Savage Orc Warlord

Joined: Sun Feb 03, 2008 12:09 am
Posts: 953
After a conversation on Warseer, I am wondering if it even worth taking Hest'an. At nearly 200 pts, it isa a hefty investment.

But then what do I replace him with, I now have three elites, and I don't think the Fast Attack choices cut it, so what should I do, keep hest'an or replace him with something else.

Bearing in mind I am gearing up for Open War, which is 1750 pts, and I have a second Redeemer to make up the extra points.


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 Post subject:
PostPosted: Sat Aug 08, 2009 11:37 am 
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Boss
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Joined: Mon Feb 04, 2008 4:35 pm
Posts: 439
Location: Lincoln, UK
Quote:
After a conversation on Warseer, I am wondering if it even worth taking Hest'an. At nearly 200 pts, it isa a hefty investment.


It is if anything I would drop the Librarian, the strongest marine builds in the game come from Hestan imo now that Melta weapons are the best anti-tank in the game.


Quote:
I tend to find that Lascannons don't do a lot of damage to heaby vehicles unless you are lucky, while melta weapons are very nasty


I find that too but Multi-Melta's are only 24" so you can rarely get them into position. I think Heavybolters or rockets for anti-infantry would be the most favourable option at the moment.

Quote:
the Landspeeders.


Damn right, easy killpoints.

Quote:
HQ: Forgefather Vulkan He'stan (190 Pts)

HQ: Space Marine Librarian (100 Pts)
Null Zone; The Avenger


Hestan is a must, the only time I would consider taking a Librarian would be when he's attached to lots of sternguard with melta/plasmaguns and Gate of Infinity :p
Quote:
Elite: Terminator Assault Squad (465 Pts)
5 x Terminator Assault Squad; Thunder Hammer & Storm Shield
Land Raider Redeemer
Extra Armor; Multi-Melta

Elite: Ironclad Dreadnought (185 Pts)
Heavy Flamer (x2)
Drop Pod


Awesome unit's, dread do seem kinda out of place by himself, but dropp-podding Ironclads aren't to be ignored.

Quote:
Troops: Tactical Squad (255 Pts)
10 x Tactical Squad
Meltagun; Multi-Melta
Rhino
Dozer Blade; Extra Armor


You forgot the Sarge with his fist :p eitherway I don't rate Multi-meltas on troops, imo you're better off with heavybolters/rockets and split them up into 2 combat squads.

Quote:
Troops: Scout Squad (170 Pts)
10 x Scout Squad
Camo Cloaks; Sniper Rifle (x9)


Yep your best objective capturers :)

Quote:
Heavy Support: Vindicator (130 Pts)
Extra Armor


Don't really like these, to be honest I think prefer Autocannon/Hb preds for saturation fire you usually kill abit more that way.

Thanks,

Lee


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 Post subject:
PostPosted: Sun Aug 09, 2009 9:55 am 
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Savage Orc
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Joined: Sun Feb 03, 2008 9:43 pm
Posts: 208
I largely agree with Lee, especially about the Librarian.

If you are interested in getting a high density of Melta weapons that can be deployed well then you should consider attack bikes. You could get two MM attack bikes for the cost of that Librarian.

Definitely go Missile and add a fist on the Tactical squad.

As a man who plays elite close-quarters type armies I fear Vindicators* but most people don't and will easily LC them from the other side of the board.

*I really shouldn't though as they rarely kill a thing.


Here's an alternative tweaked list you could consider:

HQ: Vulkan

E: 5 Assault Terminators, Redeemer, Extra Armour and Melta.

E: Ironclad, Melta, Heavy Flamer, Drop pod.

T: 10 Scouts, sniper rifles, cloaks.

T: 10 Tactical Marines, Missile Launcher, Meltagun, Combi-Melta, Powerfist, Rhino, Extra Armour.

F: MM Attack Bike.

F: MM Attack Bike.

F: MM Attack Bike.

H: Predator, 2 Heavy Bolters.


Cheers

Michael

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 Post subject:
PostPosted: Sun Aug 09, 2009 2:02 pm 
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Savage Orc Warlord

Joined: Sun Feb 03, 2008 12:09 am
Posts: 953
I have consideree Attack Bikes, and they do seem to be a good choice. Not sure about deploying them as single units though.

I'm pretty sure I missed the Power Fist when I was copy and pasting out all the +++removed by the inquisition+++.

Why a missile launcher? These guys are going to be mobile, it costs more, and it doesn't count as twin linked?

The Predator is a nice choice though, it would probably kill more plebs a turn than a Vindicator, and I don't even need to worry about buying one.


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 Post subject:
PostPosted: Sun Aug 09, 2009 6:48 pm 
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Savage Orc
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Joined: Sun Feb 03, 2008 9:43 pm
Posts: 208
The missile Launcher is "free". A 24 inch range heavy weapon on an infantry model is so easily avoided.

It's still only 9 kill points with the separate bikes and it helps with the whole target saturation thing. Single bikes won't run away due to casualties.

The army is looking good by the way.

Cheers

Michael

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 Post subject:
PostPosted: Sun Aug 09, 2009 8:21 pm 
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Savage Orc Warlord

Joined: Sun Feb 03, 2008 12:09 am
Posts: 953
There are 12 KPs, you didn't count The Land Raider, Rhino or Drop Pod.

But thank you for the input. I agree with the fact that I am not going to shoot much with the multimelta, but they are generally moving towards other objectives, so I won't use it much anyway, but it is 'free', so its worth having.

And thank you for the compliment, I am enjoying painting the army, and that extra effort is well worth it.


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 Post subject:
PostPosted: Mon Aug 10, 2009 6:57 pm 
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Boss
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Joined: Mon Feb 04, 2008 4:35 pm
Posts: 439
Location: Lincoln, UK
Mass KP's aren't an issue if you play smart, I generally find with my Tyranids people moan about the Zoanthropes and without number gaunts being lotsa killpoints but they hardly ever die in my experience because i play smart(or so i like to think) :P alot of the top armies have multipule killpoints, Orks anyone? If you play smart with your attack bikes they shouldn't die really because they have a good mobility.


Quote:
multimelta, but they are generally moving towards other objectives, so I won't use it much anyway, but it is 'free', so its worth having.


Combat tactics :)

& yeah your 'manders are looking nice.


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 Post subject:
PostPosted: Mon Aug 10, 2009 11:04 pm 
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Savage Orc Warlord

Joined: Sun Feb 03, 2008 12:09 am
Posts: 953
Please define playing smart, Lee? Maybe you are suggesting limiting their exposure to enemy fire. I would be very shocked if I will need separate attack bikes, most armies don't contain that many heavy vehicles.

I find that most the top Ork lists don't have that many KPs anyways, only Guard struggle with KPs (though not as much as they used to).

As far as Combat Squads go, it will only matter in one mission (multiple objectives), and I intend having too 5 man scout squads holding any in my own halk of the table, so they are still not likely to be static.

I would be very shocked if I get to fire the multimelta, so if I do, the re-roll to hit will be very useful.


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 Post subject:
PostPosted: Tue Aug 11, 2009 12:36 am 
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Club Treasurer
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Posts: 995
Location: Sheffield
Why not split the difference and have 1 squad of 1 and 1 squad of 2?

Cheers,

Pete

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