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Need other testers for Salamanders!

 Post subject: Need other testers for Salamanders!
PostPosted: Wed Dec 10, 2008 3:30 am 
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I build around one reinforced tactical formation (BTS) and one supporting Dev formation (SC). Typically I'll add then 1-2 more infantry formations and mix of terminators, assault/fast, scouts and warhounds. With one thunderhawk taken for tacticl flexibility.
Things tend to operate in groups. The terminaotrs maybe with speeder support can take out dangerous fromations to the main attack (those two tooled dev/tac formations cost a 1000 points!). That goes in wherever, maybe with another normal formation behind mopping up and providing most of the hunter cover. Assault and warhound formations are flank attackers/harrasers and in a pinch suicide formations. The thunderhawk allows remnants to be extracted to hold objectives later or to re tool the terminaotrs in case the enemy has a weak flak presence or relies on air assaults himself.

And yes I am largely driven by what i have painted :)

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 Post subject: Need other testers for Salamanders!
PostPosted: Wed Dec 10, 2008 3:41 am 
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I've never seen the whitescars as a small change, they have a new core unit and formation and can play very differently (unless you are playing dave who wanted tourny points so took one featuring only scouts, assault marines warhounds and air assets!). I personally am horrified by the lack of flak :)

The initial changes didn't do anything about changing mode of deliver (like white scar bikes do), so made it even more of an air assault list I seem to remember.




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 Post subject: Need other testers for Salamanders!
PostPosted: Wed Dec 10, 2008 3:37 pm 
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I like marine infantry.  In Codex lists I like to take a full Tactical company (usually 1 formation w/SC, 1 formation with Razorbacks as fire support and 1 just to have a durable formation to get in the opponent's way), a fast attack company and a deep strike or two.

I've only played the one game with the most recent Salamander version, but in previous versions I also tried to center the build around Tacs and Devs.  In every case the force simply ground to a halt due to lost transport.  If the Salamanders got into a reasonable position before that happened, they did okay.  If not, they were crushed.  Overall, it was problematic.  The list is too short-ranged to risk slowing down.  It can't take fast attack, so if there isn't a capability for extra ground transport air assault is the only option.

The last version TRC posted has limited "bonus" transport capacity - basically only LRs and a maximum of 2.  In addition to the limitation in raw numbers, it's self-limiting on points.  The list is made up of high point cost formations and at 75-100 points per LR it's not feasible to load up on huge quantities of bonus transport capacity because it trashes the activation count.  The slight speed reduction also provides a nice feel and trade-off.

I agree the list could be fielded as a fairly armor-heavy force similar to the Scions if you take organic armor support for the infantry and some pure armor formations.  I even criticized it in that respect previously.  However, I don't think that's a problem with the latest iteration.  The plethora of LR variants is trimmed down and I think it's under consideration to trim it a bit further.  That eliminates the "LRs variants for every specialty" feel.

There's going to be a certain level of overlap in any of the variant lists.  You can take a core Ork list as a Speed Freeks by taking lots of KoS and Blitz Brigades.  You can take Core SM, or even a Black Templars army, as a bike-heavy list without resorting to White Scars.

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 Post subject: Need other testers for Salamanders!
PostPosted: Wed Dec 10, 2008 9:54 pm 
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Added the suggested changes to the lists at the start of the thread.

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 Post subject: Need other testers for Salamanders!
PostPosted: Thu Dec 11, 2008 1:04 am 
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How about making Incineration Rounds (= Ignore Cover) for the Whirlwinds as an Upgrade instead of mandatory or leaving it out?

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 Post subject: Need other testers for Salamanders!
PostPosted: Thu Dec 11, 2008 2:59 am 
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Ignore cover is incredible powerful in epic - most races rely on it to keep infantry alive. To add it would increase the cost of the formation by at least 75 if not more points. Hell 3 whirlwinds with IC would be worth at least 300 I reckon (and would be a neat IF formation).




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 Post subject: Need other testers for Salamanders!
PostPosted: Thu Dec 11, 2008 8:32 pm 
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Nope, that's a Dark Angels formation.  We got the napalm whirlie first!

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 Post subject: Need other testers for Salamanders!
PostPosted: Fri Dec 12, 2008 12:45 am 
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Yes and you have to shoose before the game which ammunition you will use for the entire game.
Codex Space Marines (like the Salamanders *cough*) can choose the type for each shot :D

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 Post subject: Need other testers for Salamanders!
PostPosted: Fri Dec 12, 2008 12:33 pm 
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Interesting thing about Redeemers.
In the current WD there is anew Apocalypse Datasheet: Hellstorm Strike Force.
Consists of 3 Land Raider Redeemer.
Aslong as there are 2 operable Flamestorm Cannons in the formation it uses the Hellfore template wich canbe placed at 18". Strength of the attack is 4+ the number of operable Flamestorm Cannons.

Well the interesting but is that two Flamestorm Cannons can combine to form the bigger flame template which has a range of 18".

So what about changing the Redeemers profile that he has insteasd of 2 Hellstorm Cannons with 15cm AP3+ he has one Twin Hellstorm Cannons 30cm AP3+?
Remember that the Hellhound has a similar short range in WH40k but still fires 30cm in Epic.




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 Post subject: Need other testers for Salamanders!
PostPosted: Fri Dec 12, 2008 2:26 pm 
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Quote: (BlackLegion @ 12 Dec. 2008, 13:33 )

Interesting thing about Redeemers.
In the current WD there is anew Apocalypse Datasheet: Hellstorm Strike Force.
Consists of 3 Land Raider Redeemer.
Aslong as there are 2 operable Flamestorm Cannons in the formation it uses the Hellfore template wich canbe placed at 18". Strength of the attack is 4+ the number of operable Flamestorm Cannons.

Well the interesting but is that two Flamestorm Cannons can combine to form the bigger flame template which has a range of 18".

So what about changing the Redeemers profile that he has insteasd of 2 Hellstorm Cannons with 15cm AP3+ he has one Twin Hellstorm Cannons 30cm AP3+?
Remember that the Hellhound has a similar short range in WH40k but still fires 30cm in Epic.

Maybe make Flamestorm Cannon 1BP 30 cm? Ignore cover could be suitable if a tad excessive.


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 Post subject: Need other testers for Salamanders!
PostPosted: Fri Dec 12, 2008 8:47 pm 
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Quote: (BlackLegion @ 11 Dec. 2008, 16:45 )

Yes and you have to shoose before the game which ammunition you will use for the entire game.
Codex Space Marines (like the Salamanders *cough*) can choose the type for each shot :D

Which is the biggest reason I quit playing when 5e came out.  We're back to 2e codex creep again.

In all honesty, I think the Redeemer should have a 30cm attack (AP3+ Ignore Cover?).  While I know the Redeemer flamethrowers aren't quite a Hellhound's gun, those stats would be much better from an Epic POV.  I don't like the 1BP idea as much.

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 Post subject: Need other testers for Salamanders!
PostPosted: Sat Dec 13, 2008 12:50 am 
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If 30cm then only one shot not two.

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 Post subject: Need other testers for Salamanders!
PostPosted: Mon Dec 29, 2008 8:53 pm 
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OK, looking at list with interest until I see that tac marines are only FF4+? Huh? Sure it's a Multi-melta but they lack ranged and with transport loss they would be screwed in most every game I've ever seen.

TRC, can you explain this as I've not followed that conversation leading to it.

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 Post subject: Need other testers for Salamanders!
PostPosted: Mon Dec 29, 2008 9:59 pm 
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sorry, on my file I just downloaded they're FF5+??

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