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Salamanders

 Post subject: Re: Salamanders
PostPosted: Thu Jun 10, 2010 12:23 am 
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You should take into account that if you want to use the full potential of the Salamanders (bigger formations, more tanks) that they are on an activation disadvantage due to low formation numbers. A slightly cheaper Surpeme Commander helps in this regard.

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 Post subject: Re: Salamanders
PostPosted: Fri Jul 02, 2010 9:25 am 
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Currently thought about the Predator Incinerator.
Well it is really a crap tank. Once or twice a game it is able to fire it's Autocannon. Only once i have been able to fire the Heavy Flamer sponsons and then they didn't score any casualties.

And then the Blood Angels' Baal Predator got the option for a turret mounted Flamestorm Cannon and i thought wtf?

So how about swaping the Predator Incinerator's Autocannon for a Flamestorm Cannon (15cm AP3+ Ignore Cover)? This woulkd promote a very agressive play style (youhave to be in assault range to do anything) and this tank would actually better at shooting than in an assault.

New stats would look like this:

Salamanders Predator Incinerator
Type Speed Armour CloseCombat Firefight
Armoured Vehicle 30cm 4+ 6+ 4+
Weapon Range Firepower Notes
Flamestorm Cannon 15cm AP3+ Ignore Cover
2 x Heavy Flamer 15cm AP4+ Ignore Cover

Notes: Ignore Cover.

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 Post subject: Re: Salamanders
PostPosted: Fri Jul 30, 2010 3:52 pm 
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I have actually used it a lot. Normally I attach 2 to an assault marine formation. They double forward 60cm, fire the heavy flamers witht he infantry screening the tanks. In combat the hits are taken by the marines first and the predators as a result often last longer.

Equally however the better it gets the more the cost goes up, which is a problem for mechanised marines.

And finally, I don't have a model of a pred incinerator with a different turret :)


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 Post subject: Re: Salamanders
PostPosted: Sat Jul 31, 2010 9:10 am 
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I use them often too. But usually the Heavy Flamers don't do much and the Autocannon too.

I don't have Predators with Heavy Flamer sponsons, so what? :)

And welcome back Chris! :)

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 Post subject: Re: Salamanders
PostPosted: Sun Sep 12, 2010 9:14 pm 
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I'm still unsold to abandon the idea of Inferno Cannon Predators :)

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 Post subject: Re: Salamanders
PostPosted: Mon Sep 13, 2010 5:14 pm 
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All flames all the time? Makes them very one dimensional which can have balance problems.


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 Post subject: Re: Salamanders
PostPosted: Mon Sep 13, 2010 5:17 pm 
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Well the Predator Annihilator is all AT all the time. And this unit causes no problems.

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 Post subject: Re: Salamanders
PostPosted: Mon Sep 13, 2010 5:20 pm 
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thats because it isn't optimised for a short ranged air insert :)


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 Post subject: Re: Salamanders
PostPosted: Mon Sep 13, 2010 5:45 pm 
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30cm (the Inferno Cannon) is mid-ranged. With the Autocannon the Predator Incinerator is only a thread to infantry at 15cm or less.

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 Post subject: Re: Salamanders
PostPosted: Mon Sep 13, 2010 7:33 pm 
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Sorry, got mixed up with the landraider flamer thingy.

Still - where would you keep all the fuel?


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 Post subject: Re: Salamanders
PostPosted: Mon Sep 13, 2010 7:46 pm 
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AAAAH! I should read my own posts :D
You are correct! My proposal above is the Land Raider Redeemer's flamer thingy (15cm AP3+) and NOT the Inferno Cannon(30cm AP3+).

Ok yes with this the Predator Incinerator IS a good air-assault vehicle. But would this be such a bad thing? I have foudn that playing mechanised is more fun than air-assaulting with the Salamanders.

@fuel: Ask the Blood Angels as they seem to have found a solution for this :D

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 Post subject: Re: Salamanders
PostPosted: Fri Oct 08, 2010 3:35 pm 
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Still against the different pred turret for both game reasons and more importantly I don't have a model with that turret :)

Supreme Commander - The formations wander in with bm's on them far more than marine air assault/teleport lists. At 100 with pressure on activation count it is something of a burden. At 75 its probably takable. Note no other marine list relies on advancing under the fire of the enemies guns!

Redeemer. Most important bit. Current ideas not tested, Salamander version is tested. If it gets the wrong stats list would need alternative of getting normal land raiders instead so as not to be crippled in that regard.


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 Post subject: Re: Salamanders
PostPosted: Fri Oct 08, 2010 6:21 pm 
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Well the change for the LR Redemmer would be: remove Multi-melta, give Flamestorm Cannon 2 x shots at 15cm instead of 1 shot at 30cm.
Cost would remain the same (85pts).

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 Post subject: Re: Salamanders
PostPosted: Fri Oct 08, 2010 6:25 pm 
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I think there is plenty of flame/melta stuff going on without monkeying further with the Preds.


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