Good feedback Spectrar and Signal, thanks.
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Remember activation count is only half the equation. Roughly half of your activations in those lists may as well not exist. Salamanders are better than Sentinels, but they are not effective combat formations.
The salamanders aren't in there to fight, and yes you're correct they are extremely fragile. Where I play in Australia there are a couple of prevalent army builds that use Teleporting - both Terminators and Necrons (yes, 2 out of 14 campaign players here are Necron). The role of the Salamaders against those armies is to screen and absorb the first hit. If 2 die and the third is to far away to fight it may survive to regroup and score later, but either way its job is just a speed bump that allows the tanks to then engage in FF or sustained fire on a formation that wants to be in base contact.
Against shooty armies like Guard, Tau, Eldar etc the Salamanders should just stay out of sight out of mind and go grab an objective late game. If the opponent has artillery, well the salamanders are dead meat but at least that reduces BMs on the vital tanks.
The opponent stil has 20 Leman hulls and 2 Warhounds to deal with in both the first two lists.
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Exterminators are only slightly Inferior to Russes in firepower (45cm AP4/AT5 main gun instead of 75cm AP4/AT4) and have improved FF (3+), making the Armored Commisssar Extra Attack count.
Good list idea, I've not seen anyone use Exterminators before. It's only 10pts cheaper so I'd considered the shorter range and less AT power not worth it, but the improved FF is a good point to highlight.
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The third formation is definitely the most interesting choice to me. The Salamanders are still incredibly vulnerable (especially with only one Hydra) but the Core formations have some serious long range firepower, high durability, and good resistance to suppression.
That's probably my favourite.
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I don't play a lot of games at 2k, but the biggest threat I can see to those Superheavies is something like a teleporting Terminator squadron materializing next to the Shadowswords, winning the Strategy Rating roll (because 2 vs 5 is little contest

), launching into a close combat assault, and ripping them apart with Macroweapons.
The Salamanders make that impossible on turn 1 due to their scout screening of the formation. A smart opponent COULD keep terminators off the table until turn 2 and use something else to whittle them down, but 3 platoons of salamanders should make it pretty hard for a teleporting formation to get in to CC.
If the terminators didnt appear on turn 1, a bad guard player would move up and spread out, while a good Guard player could put all the superheavies on Overwatch and nuke them on arrival while still maintaining the scout screen. That should give even terminators a headache, and the guard player could decide to not fire the overwatch unless the terminators do find a way into CC with the big tanks, and instead engage in FF or sustain fire instead. It changes the game from chess to poker, and I like that.
2,000 pts is a difficult size for this army. For meeting that challenge, I'd probably rate my Superheavy list (8 warengines at 2000pts? Why thank you, yes I will take them), then Spectrar's Exterminators, then the 2nd and 1st leman lists above in that order.