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Compare/combine salamander lists

 Post subject: Compare/combine salamander lists
PostPosted: Fri Jun 08, 2007 3:19 pm 
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Another observation:  This is practically an armor variant list.  You can add armor units to every infantry and armor formation.

Devastators: it mean that at least one Salamanders Devastator Detachment has totake the upgrade.


Is that necessary?  Does it really change the feel of the list in a discernible way?  It seems fiddly for very little practical effect.

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 Post subject: Compare/combine salamander lists
PostPosted: Fri Jun 08, 2007 3:25 pm 
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Well one design philosophy is to allow bigger formations to cut down activations. This represents the somewhat slower reflexes the Salamanders have compared to other marines.
How would you solve this? Surely the Salamanders are a FF-themed army not a tank-themed army.

Well my proposal was to simply have the Devastator Detachment consist of 4 Devastators and two Salamanders Devastators. So no option to field a 4 units  strong formation.

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 Post subject: Compare/combine salamander lists
PostPosted: Fri Jun 08, 2007 6:20 pm 
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[quote="nealhunt,Jun. 08 2007,19:28"][/quote]
This is primarily a thread for me and BL to come to a compromise so is scarce on all the rational - here is a summery from page 1.

Design philosophy

Salamanders have a non-codex company structure, a preponderance of flamer and melta weaponry, favour close range fire fights, limited fast attack options (6 assault squads, cross trained on bikes and land speeders), a higher level of technology than most other chapters and finally physically slower reactions and a 'more measured' response than brethren from other legions.

This is represented by

Non-codex company structure ? Salamanders prefer larger formations than their codex brothers regardless of the tactical situation. Represented by allowing the enlargement of tactical and devastator formations, limiting rarer troop types.

Preponderance of flamer and melta weaponry ? Represented by weapons swaps on some units and arming the infantry formation upgrades with alternative weapons.

Close range fire fights ? Availability of heavy armour transports (Land Raiders and variants), short range of Multi melta and heavy flamers, combined with limited ?elite? (3+) close combat troops encourages short range engagement and facilitates closing with enemy.

Limited fast attack options ? Limiting these formations in the army list.

Higher level of technology ? Allowing the use of normally restricted armour by more formations (e.g. Land Raiders as transports for tactical marines).

Slower reactions and a 'more measured' approach. Basically salamanders aren't as snappy as a regular marine. This is reflected by encouraging the use of larger (and therefore less) formations, limiting fast attack options and altering points costs to change the value of different strategies.

Add to designers notes
This army list represents a typical Salamanders task force. The chapter however can adapt as the situation requires and so you may use any other ?codex? marine list to represent a Salamander army. For instance during the Amerits crusade the requirements for rapid strike forces could only be meet by cross training tactical marines to use Land Speeder Typhoons and Tornados and massing the chapters available assault troops. This would be represented by using the Codex marine list found in the main Epic rulebook.


Why include all the LR variants?  I was under the impression the only variant the Salamanders were really known for was the Prometheus.  I don't see the point of a single Helios.


Its to give a more artificer feel to the army. The single Helios is actually a handy upgrade for LR formations. The crusader is used by other chapters and is here along with the standard raider to give a heavy transport option.

What does "1+" mean in the Salamander Devastator upgrade?  Does that mean you can add more than one Dev upgrade to a single formation?


Its the spirit of compromise - I want both types of dev formation as allowed by the chapter being fielded, BL wanted just battle company options. So its an attempt to ensure the first dev formation taken is 6 strong. Somewhat ungainly currently but its more to illistrate the idea to BL than anything else.

There are no unit stats.  I assume the intended stats the same as in previous versions of the list, i.e. Meltas replace MLs for the Salamander infantry and Heavy Flamers replace assault cannons for the Termies?

Termies technically can't use drop pods in the rulebook SM list.  You'll need to include a note that they can.

Ah what you see is an unfinished product - I am doing them now, but yes they are as discussed. And since this an internet product we can stick all the units in (see list of what we have so far painted!).

There are potentially huge formations in this list, e.g. 8 Tacs + 8 Razorbacks.  Has anyone tried armies with these yet?

I got out activated and minced - then again I wasn't playing very well and facing Eldar. They did look very impressive though (and surely you mean 8 stands, 7 razors, 1 rhino? :) ). The other big formation I've used with mixed results is 6 strong devs plus dred in thunderhawk (425 + 225) though I would like to try two lots out in a lander.

Another observation:  This is practically an armor variant list.  You can add armor units to every infantry and armor formation.

I very much dissagree here - it allows for less armour than the proposed changed core list. As I understand it virtually every formation will have access to 2 vindicators and two hunter. Here it is capped at two extra pieces of armour, vindicators are replaced with incinerators, and land raiders are added in to ensure that you can't take both support tanks and heavy transports.

It is perhaps more accurately a 'heavier' mechanized army than regular marines which I think fits a force characterized as slow and firefight (here I extend firefights to shooting at 15-30cm range as well as the in game FF) orientated.

The only formation I think getting an armour boost are the vindicators - in the core list they can only take hunters currently whereas here they can take incinerators. I think as close range units this is fine. And even a bit tricky as incinerators work at 15cm not 30cm.

What makes you see it as an armour force? Indeed in a few cases armour options are worse (assault definitively, preds and devs maybe, terminators weapons no longer have much synergy) or more importantly different and aren't armour upgrades but rather transport upgrades.

Can you show some options where you could take advantage of this and the closest you could do with the regular marine list?

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 Post subject: Compare/combine salamander lists
PostPosted: Fri Jun 08, 2007 10:39 pm 
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It shares some similar formations with the SM armor list that's floating around, except the max armor formation size is 6 instead of 8.  Tacs in LRs.  Variant LRs and mix-n-match unit types.  Armor support for every infantry formation.

I can see this list being viable with very little infantry and 20+ tanks on the board, not counting Razorbacks and Rhinos.  Two Pred formations at 6 each and Whirlwinds is 16 tanks.  Throw in a couple Tactical formations with armor support and you're ~2000 points, with 20 tanks and 5 activations.   That seems like a good armor-centric core army to me.

There's nothing wrong with that and certainly no balance issues stick out.  I was just surprised - pleasantly so.

It is perhaps more accurately a 'heavier' mechanized army than regular marines

That's a good point and probably more accurate than my initial armor-heavy interpretation.

==

I have a vague unease about the amount of customizing that could potentially be done.  Formations can mix and match a wide range of AVs.  That seems sort of hodge-podge and might invite min-maxing.  I could see, as an example, a Tac formation with 2 LRs out front for armor saves, 1 Razorback and 1 Rhino for extra transport capacity.

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 Post subject: Compare/combine salamander lists
PostPosted: Fri Jun 08, 2007 11:56 pm 
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Glad you like the list :)

1. Hmm good point. Thisis not the intention. LandRaiders should only be taken as transports or as formations of its own, not to boost other armoured formations.

2. Points cost are not an issue yet. We look what upgrades eachformation is allowed to have, then add what each of the new units stats are and then we can look to adjust points cost. But i remember LandRauders cost 100pts in the Codex listbecause of their transport capazity and the LandRauder Detachments lower poits costis justified that they can't transport anything.

3. See above. I too think it could have a points boost.

4. Well...they have no AT shooting capability but playtesting will show how much they should cost.

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 Post subject: Compare/combine salamander lists
PostPosted: Sat Jun 09, 2007 10:14 am 
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(nealhunt @ Jun. 09 2007,03:39)
QUOTE
It shares some similar formations with the SM armor list that's floating around, except the max armor formation size is 6 instead of 8.  Tacs in LRs.  Variant LRs and mix-n-match unit types.  Armor support for every infantry formation.

The varients yes, but I reckon most future marine lists will feature a few. The mix and match bit I believe is less flexible than the current marine list. Certainly nothing like devs, 4 raiders and hunters. Also every marine formation already has armour support - here it is different tanks and less of it.

I can see this list being viable with very little infantry and 20+ tanks on the board, not counting Razorbacks and Rhinos.  Two Pred formations at 6 each and Whirlwinds is 16 tanks.  Throw in a couple Tactical formations with armor support and you're ~2000 points, with 20 tanks and 5 activations.   That seems like a good armor-centric core army to me.


As a point of interest can't you do that with the revised book list? And with devs especially be more extreme?

There's nothing wrong with that and certainly no balance issues stick out.  I was just surprised - pleasantly so.

Ah, so we can stick it straight out there as official!

I have a vague unease about the amount of customizing that could potentially be done.  Formations can mix and match a wide range of AVs.  That seems sort of hodge-podge and might invite min-maxing.  I could see, as an example, a Tac formation with 2 LRs out front for armor saves, 1 Razorback and 1 Rhino for extra transport capacity.

That is indeed exactly the sort of formation you are meant to make :) Though I wouldn't be surprised if most switched the two raiders for a crusader, razor and hunter to get air cover with the formation.

I do think in my tests to date that you do need 'help' in getting these MM guys up there. The air assault option is deliberately more expensive to stop it being the mainstay. The terminators aren't there old multi role self. Fast attack is quite limited. So the devs and tacs really are the main formations here and if you want to take advantage of the boolstered sizes you need something that helps close the range.

Plus 'raiders are slower than rhinos and ever little thing like that I hopes gives the flavour of the army more chance to shine through.


(Hena @ Jun. 09 2007,04:03)
QUOTE
1. The Predator/Vindies/Whirlwinds possibility of taking Land Raiders.

Yes currently thats a consequence of the upgrade structure. But...

Vindicators and a Land Raider? 375 points for 4 vindies and 1 raider - why not get a Land Raider formation instead? Tougher, more firepower for use in general etc. PLus the tanks don't havbe the same targets. Vindies tend to hunt infnatry in cover. 100 points to have the lead tank have RA is a bit steep. Sure try it but I don't think its a good use of points.

Whirlwinds and a Land Raider?? Okay, so you aren't getting a hunter you are getting a land raider instead? Do you intend to be doing a lot of move and fire with the formation? :)

Preds and the raider. Here is something possibly. 4 annihilators, 1 hunter and a Land Raider - 450 points. Okay so it lacks the sheer sixe of the core list (4 annihilators, 2 vindies and 2 hunters) but its cheaper and tougher against the odd shot whilst the raider survives. This I think is the only formation to watch.

2. Land Raiders costing 75 points a piece (same as Chaos without ATSKNF) for termies. Perhaps use the pair at 175?

No. You have to look at the content - what are you adding it to in the Chaos list? Indeed I worry here the Raiders should be a bit cheaper. Why? Because you are adding them to units with heavy flamers. There is zero synergy there. Indeed I think it far more likely a crusader or two would be used if the terminators have a burning desire to mechanise. Try the formation - it will underwealm you. Haven't tried with crusaders yet though, I hope they will be a lot better. Note they cost 100 points each for termies.

3. Single helios costing 25 points. It's almost automatic choice at that cost. Perhaps 50?

Maybe, only tried it once so far, as BL said its early days and I doubt we have played more than a half dozen games each (course BL may I have played loads, I have no idea :) ).

4. Terminators at 325. You have taken the 25 points off from armour formation, but not raised the cost of termies?

Yes, quite deliberately. I don't know if BL has used the termies much yet but the change in weapons really makes 'em a two trick pony - close assault and anti infantry. What would you rather - 2 assault cannon (30cm, 5+/5+) or 2 hve flamer (15cm, 4+, ignore cover). I've used flamers a lot with the siegers and they aren't that hot (har har). The terminators twice now have been in a position where there choice is to either firefight (4 units, 3+, coluld be better) or place a blast marker. Most memorably against skimming eldar tanks that ran rings round them laughing (oh the shame).

Edit: I hope that you both BL and TRC check out the armoured list so that we don't go too close to one another. And I have to keep following this then as well :).

We have devestators. :) Really I think its very different - certainly you can make some similar formations but they can't go as armour heavy as that list or the core list. Also a lot of the dynamic is around the MM marines which really alter things for the marines.

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 Post subject: Compare/combine salamander lists
PostPosted: Sat Jun 09, 2007 10:40 am 
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I have only played two games with the Salamanders so far :D
In the last game one droppodded Devastator Detachment with Salamanders Devastators and Salamanders Dradnought (these twiplayed no role because they where shot to pieces before theyy had a chance to act) plus Librarian a Reaver minced a puffed up Leman Russ Company (extra Leman Russ Squardron plus Hydra plus Commisar).
The Reaver was able to shot twice at the Company (with double move) andinthe 3rd Turn supported the assaukt of the Devastators which wiped the Company totally out. But it was luck it was +2 for the assault resolution roll and the IG palyer rolled double 1s and i rolled a 5.
The two Salamanders Devastators destroyed one Leman Russ in the firefight and hadn't a chance to shoot outside of the assault.

I too fielded a Tactical Detachment with Salamanders Tacticals, Supreme Commander and 6 Razorbacks. They withstand some beating of an Imperial Guard  Regimental HQ but won a firefight against them.

Salamanders won with 3 (BTS, Blitz, TnH):2 (Blitz, TnH)  in turn 3.

Armies where:
Tactical Detachment + SupremeCommander + Salamanders Tacticals + 6 Razorbacks
Devastator Detachment + Salamander Devastatirs + 2 Salamanders
Dreadnoughts in DropPods
Assault Detachment + Chaplain
Scouts in DropPods
StrikeCruiser
Whirlwinds + Hunter
Predators (4 Incinerators)
Reaver Titan

ImperialGuard had iirc:
Regimental HQ + Hydra
Artillery Company (9 Basilisks) + Hydra
Leman Russ Company + 3 Leman Russ + Hydra
Hydra Battery
Vulture Squadron
Storm Troopers + Valkyries

OrbitalBarrage blasted some trees, droppods landed somwhere where they aren't needed :D

Reg HQ blasted the poor scouts off the battlefield.

Vultures and StormTroopers minced the Whirlwinds and Predators and took Blitz and TnH goals. Last surviving Predator Incinerator managed to shoot one Storm Trooper unit. YAY! :D but otherwise those two formations where uncontested the whole game.

Tacticals and Reg HQ had a duel in the middle of the field which the Tacticals eventually won.

Assault Detachment took care of the Hydra Battery and the Artillery Company.

Artillery Company shoot the Whirlwinds and Predators again and again. Very strange, because the Tacticals where a much greater thread.

Leman Russ Company shoot at the Devastators but they where hiding in the woods and only the Dreadnoughts where destroyed.

After wiping out the Leman Russes the Reaver secured the Blitz and the Devastators TnH.

It was an enjoyable but strange game. Objectives placing was even stranger, because the blitz was at the far corner of the ImperialGuard and not defended. Same for the two other objectives. my Whitwinds sat on the blitz and the two other objectives wherend far away from them.

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 Post subject: Compare/combine salamander lists
PostPosted: Sat Jun 09, 2007 4:23 pm 
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(BlackLegion @ Jun. 09 2007,15:40)
QUOTE
I have only played two games with the Salamanders so far :D

Okay so we have played 8 games between us :)

Scouts in DropPods


I thought that was being banned in every marine list! :)

Predators (4 Incinerators)

Oh do you still want this option? I thought it safe to drop it?

Assault Detachment took care of the Hydra Battery and the Artillery Company.

This I think is the most successful ass. det ever in Epic - who says these guys suck when not in a thunderhawk? :)

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 Post subject: Compare/combine salamander lists
PostPosted: Sat Jun 09, 2007 4:43 pm 
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I wanted to try if the droppod scouts where so effective as averyone is claiming :) Well..they landed in the open and where shot down.

Because of the Incinerator detachment: I had only an old copy of the armylist with me. Need to print out the newer one :)

Lol yes the Assault Detachment was unusally succesful :) wiped out the Hydras and destroyed 5 Basilisks. But my opponent made serveral tactical errors.





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 Post subject: Compare/combine salamander lists
PostPosted: Sat Jun 09, 2007 5:59 pm 
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The dropped scout tactic is 5 detachments - with the strike cruiser its enough to blanket the enemy deployment zone. Back it up with warhounds etc.

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 Post subject: Compare/combine salamander lists
PostPosted: Sat Jun 09, 2007 6:10 pm 
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I know. But i wanted to see what one scout detachmend could do if dropped right on top of the enemy. A pity that i guessed to short :D

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 Post subject: Compare/combine salamander lists
PostPosted: Sat Jun 09, 2007 6:16 pm 
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Don't forget that the heavy flamers on the Salamanders Terminators and the Predator Incinerator convers the IgnoreCover ability to the units base firefight attack :)

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 Post subject: Compare/combine salamander lists
PostPosted: Sat Jun 09, 2007 6:58 pm 
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Prettied up version with stats for new units. Note that the stats for the Prometheus may change.




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