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Need other testers for Salamanders!

 Post subject: Need other testers for Salamanders!
PostPosted: Fri Dec 05, 2008 4:07 am 
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I can't think of much else to do, plus I have started to win with it (always a bad thing). So new pairs of eyes are needed. So if all you Marine fans out there can get a game or two in, destruction testing the beast, that would be great. If I do play again with them on Tuesday it will be most likely to try out the redemer/assault marine combo, excessive air assaults and whatever else 'extreme' stuff I can think of. Hell if I am lucky my opponent would use them!

BL as well if you could get a series of games in that would be wonderful, being the most 40k and backgrounded person here (essentially do they behave in a way that shows Salamander traits?).

The last post of the old mega thread I will repeat below.


Well I think any further testing by me isn't helpful as I've exhausted my styles of using marines and possible list configs (and have steadily improved both style and list so now getting minor victories). Others now need to have a go! Has it gone to far and is now overpowered? Does it meet the original design goals?

I'll start a new thread with the current list I've been using. Once a few others try it and its hopefully not abusable I guess we would move into pretty post production and try and make a nice looking book. To that end we may want to bother this chap.
And of course I can't find the link. Anyone rember the guy who did a beautiful codex for his chapter?

Otherwise I'm out of ideas. Reviewing old comments I hope I have addressed the various problems, mainly with the support tweaks. Certainly the last two games have been victories which is unusual, and against new opponents.

Other ideas that weren't implemented were IC whirlwinds. A good idea however the points for whirlwinds would have to go up, and here a key problem is activation count. So I reckon this actually wouldn't help much. Unless perhaps they became a formation of 3 for 250/275.

The only other thing I'm considering but would need someone to try out is the vindicator formation being 4 vindies and/or incinerators. My worry here is they would be too good a Landing Craft load. Or be too Skorcha like roaring off and jumping infantry in cover 75 cm's away with 8 5+AP attacks making vindies somewhat obsolete. Thoughts? If not they can happily go on (with the downside I can only find two pred incierators in my collection, but a couple of preds with no sponsons - where did the heavy flamers go?).

At this late stage and having dropped it in testing ages back (maybe I did try it with a landing craft) I'm thinking it shouldn't go in.


Editted to reflect peoples fears and desires!




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 Post subject: Need other testers for Salamanders!
PostPosted: Fri Dec 05, 2008 4:33 am 
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Bigger doc with varient units included.




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 Post subject: Need other testers for Salamanders!
PostPosted: Fri Dec 05, 2008 7:01 pm 
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Looking good but hadn't a game with this new list yet.

Nut yes the Epic Salamandersbehave as Salamanders should :)
They are stubborn and never give quarter AND favour bigger formations who slwows them down which is both represented by the well...bigger formations :D

And they are a nightmare in FF with alle the IC and MW attacks.

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 Post subject: Need other testers for Salamanders!
PostPosted: Sat Dec 06, 2008 12:07 am 
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We have a 4000 point game scheduled for Sunday - infantry heavy, with phased in reinforcements.  That should be a pretty challenging game for this list with the relatively shorter range on the various units (requiring more movement to reach effective attack range).  I'm struggling to picture how this will work without substantial fast attack (from the list) or air assaults (from the scenario).  I may die fast and quiet.

Also, it's a round-robin event, so I should get in games against 3 other armies for a broad spectrum.

I'm thinking I'll actually try Termies in LRs.  What do you want tested for the Land Raiders?  Should I use the "Salamander Land Raider" units or Redeemers with the Termies?

Assuming I'm reading the list correctly, they get a fixed number of Rhinos and can buy additional transports from the "Close Support" section.  Is that correct?  If so, I see a lot of "+ Redeemer" formations for the RA save and the extra transport capacity.


As far as testing, how much has been tried with the "marine horde" approach?  I won't be able to do it in this game, but it seems interesting.  It would also be good information for any future Space Wolves development.

Also, what about Helios formations?  I'd love to give those a try with a very "in your face" approach.  They're just not going to fit the scenario very well.

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 Post subject: Need other testers for Salamanders!
PostPosted: Sat Dec 06, 2008 1:51 am 
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Quote: (nealhunt @ 05 Dec. 2008, 23:07 )

We have a 4000 point game scheduled for Sunday - infantry heavy, with phased in reinforcements.  That should be a pretty challenging game for this list with the relatively shorter range on the various units (requiring more movement to reach effective attack range).  I'm struggling to picture how this will work without substantial fast attack (from the list) or air assaults (from the scenario).  I may die fast and quiet.

I've been using a tactical formation and a devastator formation as the core.
Tacticals + salamander tacticals + land raider + SC 535
Devestators + sally devs + hunter + land raider + Librarian 560 bts

I find the SC is essential with so few activations and each roll being critical.

Not too impressed with the redeemer, its gunned up as much as possible and costed as low as possible but still has failed to set the world afire. The regular raider seems a better bet. Still have to try 2 with an assault formation though. With the incinerators works ok for a 300 point formation. Remains to be seen if the extra stuff is worth 350. Hell maybe I'm wrong and they would have to become 85 each!

I'm thinking I'll actually try Termies in LRs.  What do you want tested for the Land Raiders?  Should I use the "Salamander Land Raider" units or Redeemers with the Termies?


Whatever you think is best! The redeemers at least make it have a clear purpose (engaging infantry) but I'd be fairly worried by a 850 point formation (termies, chap, raiders and 2 redeemers) which has the majority of its firepower at 15cm!
Unless you think there should be an option of mounting them in redeemers only rather than only getting two fromt he close support section? If so feel free to test it. Cost I guess would be 675-725 with a character.

Assuming I'm reading the list correctly, they get a fixed number of Rhinos and can buy additional transports from the "Close Support" section.  Is that correct?  If so, I see a lot of "+ Redeemer" formations for the RA save and the extra transport capacity.

Yes. It made the formations look heavy (and move a bit slower) and try and ensure they made it to their target. To date I've used regular sally raiders, not redeemers again because their firepower has failed to make a mark. Then again maybe those enemies have been a bit tricksy and I'm underestimated them? I haven't tried taking two yet, always preferred the hunter and x personally. On the downside there no cheap razorback option and activation wise I know what I prefer!

As far as testing, how much has been tried with the "marine horde" approach?  I won't be able to do it in this game, but it seems interesting.  It would also be good information for any future Space Wolves development.

Works best with other units soaking up fire so their transports are fairly intact and don't have to struggle along with them shot away (2-3 AT hits is enough to get past extra units and start blowing away rhinos). So using suicide warhounds to distract the enemy whilst they rumble up seems to work, or tossing a couple of terminator formations in to the enemy centre to keep them busy. It does involve sacrifice though - and that's hard to reconcile with the marine fluff!

Also, what about Helios formations?  I'd love to give those a try with a very "in your face" approach.  They're just not going to fit the scenario very well.

Tis 475 in the army and I've never been able to justify it points wise at 3000. Better to have a formation of whirlwinds and a formation of something else as the activation counts tend towards the low end of things.

The warhound/fast attack/scouts/air choice is pretty tough. You can't get all of it and it means the big formations do have to get stuck in to targets that perhaps before you could tie up. Take the tourney army I had at the weekend. I can't see a way of not facing the great gargant with the army if I wished to get a decent victory (you get more points the bigger the points difference, so 3-1 worth more than 3-2 say). In fact those sorts f big tough targets with MW barrages are just about the worse thing for sallies!
Oh and if you wish to reinforce the infantry with a second raider you become totally dependant on thunderbolts which pretty much cuts out scouts and a second warhound.

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 Post subject: Need other testers for Salamanders!
PostPosted: Sat Dec 06, 2008 5:01 pm 
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Adding one Land Raider Helios to the Land Raider Detachment was always a no-brainer for me. It turns the 30cm AP4+ Twin Heavy Bolter into a 45cm AP6+/AT6+ Attack with 2-3 shots (average number of units under the template) with optional IndirectFire (rarely used).

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 Post subject: Need other testers for Salamanders!
PostPosted: Sun Dec 07, 2008 4:21 pm 
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Quote: (The_Real_Chris @ 06 Dec. 2008, 00:51 )

Also, what about Helios formations?  I'd love to give those a try with a very "in your face" approach.  They're just not going to fit the scenario very well.


Tis 475 in the army and I've never been able to justify it points wise at 3000. Better to have a formation of whirlwinds and a formation of something else as the activation counts tend towards the low end of things.

I was looking at Whirlwinds + 2 Helios for 500 points.  Lighter vehicles, but 6BP and it still has two 4+RA to lead the way and soak the first hits.  It seems like it whould be good at keeping in the 4+BP range for a while.  Whirlwinds + 1 Helios + Hunter would be another similar kind of option.

==

Back to the scenario, it's an "escalating engagement" sort of setup and neither the mission nor the exact total number of points is known.  Variety and flexibility is important for both formations available and the point costs.

I'm planning to try the Redeemers quite a bit, as well as the Whirlwind/Helios plan.  Right now, I'm thinking...

Assault + Incinerators + Chaplain - 300
Devs + Incinerator - 300
(These are the smallest formations at 300 points each, and will let me pick which to use as the "vanguard" formation once I know the mission - either fast and assaulty or base of fire.)

Termis + LR - 650
Tacs + Salamanders - 375
Thawk - 200
(The deployment rules are a bit odd, so I'm very limited in whether air assaults can be taken at any given time.  The Tacs will probably be fielded as a ground formation but possibly as air assault.)

Tbolts (x2) - 150 (x2)
Tacs + SC - 400
Tacs + Redeemer - 375
Devs + Redeemer - 325
Warhound - 275
Whirlwinds + 2 Helios - 500

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 Post subject: Need other testers for Salamanders!
PostPosted: Sun Dec 07, 2008 6:41 pm 
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Ah, there isn't actually an option of adding Helios to most formations. Only Terminators and  Land Raiders in fact can have them. This was because I think we decided early on it was too tricky to add whirlwinds as support so helios would be even harder. Plus I think this is an option in the scions list?

If you think its too restrictive (a few comments from players have said it a very restrictive list with all the fun removed) do say. Two things you've assumed so far is that any formation can have the helios upgrade and that the terminators can mount in redeemers instead/as well as the regular raiders. Are both things fairly harmless to allow?

The assault chaps can work quite well I've found, especially because its the marines who die first in combat, so it keeps its firepower for longer.

Hopefully said scenario will help you get the redeemers in range :)

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 Post subject: Need other testers for Salamanders!
PostPosted: Sun Dec 07, 2008 10:25 pm 
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Quote: (Hena @ 07 Dec. 2008, 18:00 )

Few questions.

Why the Salamander Land Raider is at the same cost as regular LR? It's like regular except it has extra multi melta.

All the land raiders are with a multi melta and as a resut the formation costs more than a regular land raider one? I though it was 375 for 4 or 85 each to add. If the question is why does it cost the same to add one of these to a formation as it would in another army to add a normal land raider its because salamander formations don't have the option to add an ablative razorback, vindicators and hunter like regular marines do. They get more infantry and transports but less tanks. It is in some ways somewhat harder to balance - at least the regular marine list can do cheap mech formations that retain their speed. The poor sallies get 5cm move knocked off. And iit used to be just the upgrade had the MM, but modeling that is too much hassle so all their land raiders have it as standard and the points went up as a result.
I haven't noticed a problem with them, though if anyone else does they can go to FF5+.

I have same worry about the Dread. I don't see any reason to take normal Assault Dread (Fist + Assault C) over this. Perhaps drop FF to 5+ to balance multi melta?

The dred was originally 5+FF but went up to 4+ because it was rather poor (I think several people found this). After all it is competing with the salamander upgrade if you want FF ability. I don't really mind if it negates the regular dred as it is pretty much a one use item unless you are in an overwealmed target rich environment. Also the aded effectiveness of such units air assaulting is inclued in the increased air assault costs.

Same applies to Attack Bike. Am I seeing a pattern here :smile:. Though there is limit to attack bikes, but still.
The attack bikes should be a varient on the land speeders. To date I've found land speeders better due to skimmer and scout. Just increasing the CC didn't seem to make much difference (after all it can be attacked in CC) so the FF went up as well. Means they do 2 1/2 hits vs 1 2/3 and can't be cc'ed, skimmer and scout.

Don't overlook scout in the army, its quite a hard ability to get for the alamanders as all the scouts are in the allied section. If you have an alternative suggestion for balancing them I'd love to hear it.

Could a redeemer spam work here? They have FF2+ with MW, which is ... nasty. Devs + 2 Redeemers => 250 + 170 = 360. So you could take say 5 of those => 1800 points. Then some Navy and LC => 300+425+1800 = 2525 points. Add couple of Chaplains and SC => 100+100+2525 = 2725. Now you can drop pair of Devs on some target (4*MW2+) and send 3 groups on ground. Possibly add Hunter to one Dev set and 5 Attack Bikes to finish the list to spam MW on practically all formations.

They are intended to have a FF slightly below that of a baneblade. To date I've been awful with them. I guess if they are too much it would be +10 points each (they are currently 75 each which might be a bit low) or failing that lose the multi melta. Or of course have FF3+. The problem with the tank is to make the damn thing worthwhile. Having an expensive slow tank with an effective range of 15cm is quite hard to employ.

The above army looks fairly nasty, though of course lacks any way of eliminating deathstrikes and flak, making the air assault more risky. You army also is fairly slow on the ground bar the bikes. Might be better to have slightly less devs and more other units to speed it up. Like a couple of warhounds. The landing craft attack would be deadlier also with 2 dev upgrades. Such a beast would cost currently 425+50+250+100+150+50+250+100+150=1325 I personally would make one of the upgrades a drednaught to stop two formations being the bts. So 1275 for 8 hits and almost five MW hits (4 1/2 dead russ) and +2 assault res. A regular LC full of devs would be almost 12 hits (3 dead russ) and +3 assault res for 1250. Hmm, it should work out as less hits but better quality for cost. At 85 each they would come to 1315 which looks a bit better. Alternatively at 3+FF they would get in that assault roughly 4MW hits which is more like it (4 dead russ). Of course the idea is to make them non air assault reliant! Actually 2 devs, 1 assault marines three chaplains would be better. 10 2/3 hits and 4MW hits for 1325 and +3 resolution.

Well, Neals trying it and I can try the redeemer army of doom maybe tomorrow if I'm lucky, and that can lead to a fix quickly if it needs it. I'll play the following army. (In next post.)

I'll try them at 75 each and FF3+ and see how that goes. In fact FF3+ may as well happen now as they aren't supposed to be a killer air assault formation. Remember though 3 lots of a marines with chaplains in a regular marine list cost 1025 and kill 3 2/3 hypothetical russes. And the more base attacks the more 'normal' troops you can kill.
Do you want to do the same in your game Neal?




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 Post subject: Need other testers for Salamanders!
PostPosted: Sun Dec 07, 2008 10:44 pm 
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I'll give the following a go. I'll see if FF2/3+ makes any difference (can do their assaults on the averages?)

300 Tac (BTS and SC :( )
075 SC
075 Red
075 Hunter

250 Dev
150 Red
050 Chap
250 Dev
150 Red
050 Chap
425 LC

250 Dev
150 Red

250 Warhound
200 Attack Bikes
150 Thunderbolts
150 Thunderbolts

That bad enough Hena? Probably play against marines or guard. Maybe Orks with a great gargant (if so, should I attack? :) ).

Personally I don't reckon the above is too hot. I would rather extra marines instead of a redeemer reliance. Say the LC - with extra devs I get 4 more stands of infantry and 6 rhinos for 100 points less cost (and 2MW and 1 normal hit vs 3 1/3 MW hits at 2+ or 2 2/3 MW at 3+).

Also somewhat light on AA cover. Any way of improving it?




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 Post subject: Need other testers for Salamanders!
PostPosted: Mon Dec 08, 2008 9:07 am 
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Quote: (Hena @ 08 Dec. 2008, 07:14 )

Bit iffy reason that. Normal marines don't get Razorbacks to formations which take LRs, except in case of Devs. To me it just gives out this "same but a bit boosted for equal cost" feel which I don't like. This same thing is applicaple to Dread and Attack Bike.

I don't think and haven't found so in games. Advantages - heavier armour, guns, transport - disadvantages cost, speed (both of which are fairly important in an assault army).
Normal marines ge to add a lot more armour to formations and have a higher activation count as well as fast attack options to supplement them. Salamanders get viable mechanised formations and nothing else. The formations aren't taken in isolation but as a whole army working together. Remember the marine mechanised army is not exactly a great choice curently. And even with heavy use of these boosts their performance is still less than steller.

I obviously dissagree with the dred. The assault dred is 99.9% used by airborn assault formations. Here that costs 50 points more. You can't take it in isolation. FF5+ MW just wasn't worth it in comparison to other options, especially when you already pay a preium to air assault it.

And again the attack bike. I still fell its inferior to a land speeder. Actually I'm glad someone dissagres as they are supposed to be balanced. To me the ability to garrison forward, or around a key formation on overwatch more than makes up for 5+FF. I can with speeders teleport in terminators turn 1, then double my forward pseeders up to support, laying a bm and then supporting. Can't do that with bikes. Bikes are a better choice to support slower formations that start in your deployment zone, but its a further bite into your support allocation then to get regular scouts as no army now can really afford to be without them.

Note that the SC on one Dev would make that to be the BTS. That one would be deployed on ground. I'm not too sure it's light on AA. 2 sets of Tbolts and Hunter is pretty good in my books. I don't consider LC to be risky with air assault. It's tough enough to weather fire unless you get the crit.


Speaking from playing lots of tournaments I wouldn't be happy using a LC carrying 1/3 of the army without something in the list capable of suppressing flak like a warhound. Also more and more nightwings are appearing, not to mention heavier ground flak. Those thunderbolts might not be able to do much against an army with say 500 points of flak in whatever forms turn one without it being supressed and turn 2 is a critical time for any army, making air flak a low priority further lowering your protection.

I would for example hate to face an air assault army with the above.\Would neatly negate the FF. In fact the whole army desperately needs to be calling the shots if its not to be swamped being fair low activation and FF reliant.

So what army would you like me to try? Your one or the slightly rejigged one?

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