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  1. #1

    Default 1750 Salamander List

    So Im teaming with a BA player to take on a Traitor Guard/Marine army. Please let me know what you think of my half of our force:

    Vulkan 190pts

    Tac Squad 1 230pts
    - flamer, mm
    -sgt with combi melta, meltabombs
    -rhino w/ extra storm bolter

    Tac Squad 2 230pts
    - flamer, mm
    -sgt with combi melta, meltabombs
    -rhino w/ extra storm bolter

    Sternguard Vets (6) 210
    - 2 x combi flamer, 2 x melta gun, 1 x combi melta
    -sgt with combi melta, melta bombs, lightning claw
    - drop pod

    Venerable Dreadnought 200pts
    - Multi Melta, DCCW
    - Drop Pod

    Assault Terminators (5) 200pts
    - 5x th/ss

    Land Raider Redeemer 265pts
    - TL assault cannon, 2 x flamerstorm cannons, Multi Melta, Extra Armor

    Landspeeder 70pts
    - MM, Heavy Flamer

    Attack Bikes (3) 150pts
    3 x MM

    1745pts

    Plan is to run the Rhinos up with the LR, each bearing 5 Marines (Sgt, Flamer, 3 marines). Keep the MM + 4 marines from each combat squaded tac squad back to deal with any deepstrikers, or tanks that make it onto our side of the board. Drop the Dreadnought or SG in the first round to take down a Leman Russ or Land Raider and harass with my Landspeeder and Bikes, zooming around the board unleashing MM shots.

    Every squad has a flamer, Melta, or both in it, to make full use of Vulcan.

    Thoughts?

  2. #2
    Brother-Sergeant
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    if you're only sticking five dudes in the rhinos, i would suggest considering a razorback instead, to get the heavy bolter and the extra shot. you can still get the extra storm bolter, and drop the LR's extra armor if you need the points to do it.
    Life becomes so much more tolerable when you finally admit that it's all part of Tzeentch's plan.

  3. #3
    Occuli Imperator
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    I've never been particularly impressed with combi-weapons for sargents. If you are expecting to get base to base with armour with the tactical squads would a Pfist be a better choice then the meltabombs?

  4. #4
    Chapter-Master
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    I would go with an Ironclad with hv Flamer. You get more CC out of them, more anti-tank, and you get the hv flamer. I am also a fan of the assault launchers--- negate charge bonuses and frag grenades!

    Also, I have never been a fan of not giving sgts the ability to defend their squad against big things: dropping one attack bike can get both tactical squads powerfists.

  5. #5

    Default

    ah good call on the razorbacks. longtime chaos player and we dont get those toys to play with. Ill swap a few things around and repost in a bit. thanks!

  6. #6

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    Our game has apparently swollen to 2000pts. Here is my updated list:

    Vulkan 190pts

    Tac Squad 1 240pts
    - flamer, mm
    -sgt with combi melta, PF
    -razorback w/ TL HBolter

    Tac Squad 2 240pts
    - flamer, mm
    -sgt with combi melta, PF
    - razorback w/ TL HBolter

    Scouts (6) 148pts
    - 3 x sniper rifle
    -1 x missile launcher
    -counts as Telion Sgt

    Sternguard Vets (6) 220
    - 2 x combi flamer, 2 x melta gun, 1 x combi melta
    -sgt with combi melta, PF
    - razorback w/ TL HBolter

    Ironclad Dreadnought 190pts
    - Seismic Hammer w/Melta, DCCW w/ HFlamer
    - Drop Pod

    Assault Terminators (5) 200pts
    - 5x th/ss

    Land Raider Redeemer 250pts
    - TL assault cannon, 2 x flamerstorm cannons, Multi Melta

    Landspeeder 70pts
    - MM, Heavy Flamer

    Attack Bikes (3) 150pts
    3 x MM
    Attack Bikes (2) 100pts
    2x MM

  7. #7
    Brother-Sergeant
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    i like this, for whatever that's worth.
    Life becomes so much more tolerable when you finally admit that it's all part of Tzeentch's plan.

  8. #8

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    thanks. we played a Dawn of War (ugh i hate Dawn of War) game, and my partner kept his entire army in reserves, so it was pretty much my 2k vs 4k worth of DE and Chaos. Needless to say my side lost 10-9, and ill have to give the list another go as my combat squadded multimeltas had to foot slog in from the edge of the board and barely got to shoot. My bikes were taken out by turn 2, as were my scouts, and my dreadnought suffered from horrible rolls all night.

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