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Salamanders!!!!!

 Post subject: Salamanders!!!!!
PostPosted: Wed Mar 07, 2007 2:21 am 
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Prettied-up version of TRCs version plus a few new alterations from me:
SalamandersV1.3

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 Post subject: Salamanders!!!!!
PostPosted: Wed Mar 07, 2007 12:00 pm 
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If I get a chance after packing today I will dig out space marine rulebook 1st ed (the black one) and find story. Was repeated in a few white dwarfs and expanded on. Believed they got hammered by a bunch of traitors in white armour.

Oh I played a game last night got hammered.

There were a few mitigating factors. Space meant we had to play corner to corner, the terrian was mostly hills (so no infantry hiding in cover) and I was mostly in Rhinos, trying not to do the obvious air assault tactic, I was also limited model wise as I gave the Dark Angels to another guy (they were going to provide various units to my salamanders).

Finally I played awfully. I think I've forgotten how to use the non massive air assault/lots of warhounds/pod drop/mix of those three tactics. Terminators died for no reason and so on. My dice rolls placed the final nail in coffin as even luck largely deserted me during the first turn and half.

Biggles I believe is going to do some writing up.

The biggest prob I can see with them is the melta upgrades don't work as well on the ground as the air, they almost demand air transport. The reinforced devs clamour to be doubled up and placed in a landing craft, not to assault but to open fire (lander + 16 AP5+/AT6+ + 8MW5+), prob end of turn so activate first next turn. The reinforced tacs could be used on the ground better as a core formation, but still would be a good 'all round' thunderhawk load out.

Your list -
Attack bike with MM, you know its worse than a land speeder?
Fast attack - how about doing it slightly differently (demonstrated in file below). Plus I think the upgrades to speeders aren't needed, they have multi meltas so leave them :)
Transport, its quite confused. My devs could have 4 land raiders and 2 crusaders? I would suggest you use a structure like mine, making them part of the upgrades then topping off with rhinos - makes the lists of upgrades shorter as well!

So to illistrate this

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 Post subject: Salamanders!!!!!
PostPosted: Wed Mar 07, 2007 3:42 pm 
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I know Multi-melta AttackBike is inferior to Multi-melta LandSpeder, but is is not worth or better than HeavyBolter AttackBike.

Devs can have 2 LandRaiders (3 if reinforced) or 2 Crusaders. As stated in the FAQ you can't have completely empty transport vehicles.
I tried to use the layout in the Rulebook for transports. Its a bit confusing i know. But i wanted to be close to the rulebook layout.
After rethinking your way might be better :)

FastAttack: Don't know...mixing Skimmers and groundprodders in one formations doesn't feel right. Its like having flyers and infantry in the same formation :D.

The prolem to differentiate between MissileLauncxher and Multi-melta equipped troops: I clipped of the MissileLauncher andinstead i glued the Multi-melta from an E40k era AttackBike or the Multi-melta from the current LandSpeeders on it.

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 Post subject: Salamanders!!!!!
PostPosted: Mon Mar 19, 2007 4:29 am 
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(BlackLegion @ Mar. 07 2007,14:42)
QUOTE
I know Multi-melta AttackBike is inferior to Multi-melta LandSpeder, but is is not worth or better than HeavyBolter AttackBike.

Devs can have 2 LandRaiders (3 if reinforced) or 2 Crusaders. As stated in the FAQ you can't have completely empty transport vehicles.
I tried to use the layout in the Rulebook for transports. Its a bit confusing i know.

FastAttack: Don't know...mixing Skimmers and groundprodders in one formations doesn't feel right. Its like having flyers and infantry in the same formation :D.

The heavy bolter attack bike gives a long range attack to formation - saying that for bikes the FF boost is probably as useful.

Editing the transport rule differently for different marine lists is an easy way to look different.

Fast attack - well they move at the same speed :)
Fairy snuff its a move to save formating space and limit the units without extra text more than anything else, making it 5 bikes or speeders is equally good.

After having another go (well mini go) with list with mate I'm still not happy with now either of the MM adding options. The devs only work well as a double landing craft load, maybe would work as a thunderhawk load, perhaps with the MM dread (note in both cases I'm assuming landing, shooting, another formation uses them for FF support).

The tacticals now work well as a thunderhawk load out - would you take them in rhinos however with the MM? Is the increase in numbers good or bad considering they lack the range and are supporting units at best?

Oh and I still like the 4 thunderbolt option. Yes its armeggeddon (well it doesn't have to be) but one of the ways I think the speed is best represented is having few activations - and it can't be just me that uses 150 point thunderbolts as activation boosts/flank harrassers. Plus they are supposed to be lo ved by everyone else. "Support those dark angels? Sod 'em, I'm helping those other green marines!"

Unfortuently I'm still away from all my fluff sources but if you have some WD's with space marine 1st ed stuff in or the black 1st ed space marine rulebook (the 'expansion' almost to AT) there is some salamander stuff in there. I don't think they have a tech problem like the Iron Hands, their losses seem to be mainly infantry. Hell they might have a legions worth of gear sitting in crates in warehouses :)

Also with the techy nature of the chapture do you think they would readily adopt inovations like razorbacks, hunters, crusaders and annihilators?

Crusader wise as they seem a more recent thing its probably wrong to allow so many so max one per formation? Easy enough to change after all.

Also following the weekends mini games what do you think of incorporating the ideas here
http://www.specialist-games.com/forum/t ... C_ID=11110
would allow stuff like pred incinerators to be added to marine formations. If the chance of having two hunters is too much its easily changed to one. The list then would be the following (also some altered points costs based on playtests - note not sure on thunderhawk value - does the 8 strong tactical or 6 strong dev + dred option (particularily this option) need an increase in cost when air assaulting? if so keep thawk at 225)

Edited attachment to correct terminators.

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 Post subject: Salamanders!!!!!
PostPosted: Mon Mar 19, 2007 2:53 pm 
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Hmmiwill think about it....
I noticed that your Salamander Terminators have only one HeavyFlamer not two and the Salamanders Dreadnought has a FF of 4+ not 5+.  A typo?





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 Post subject: Salamanders!!!!!
PostPosted: Mon Mar 19, 2007 3:45 pm 
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The heavy flamer is a typo. Considered one of each heavy weapon for the proposed t cost of 350, then figured two hve flamer for 325 were fine, though strips the anti armour value other than the initial assault away and makes 'em a bit vulnerable vs skimmers.

The dread wasn't. I tried it twice now at this - dreads are generally a curious choice for most marines and this seems to make it worthwhile. With its slow speed it can only be an air drop unit and that one use could be it for the beast. I guess I compare it mentally to the mm dev option in terms of points and effectiveness.

I should point out the alternate system of tank support has recieved 1 1/2 playtests so far so would require a bit of effort.

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 Post subject: Salamanders!!!!!
PostPosted: Mon Mar 19, 2007 8:12 pm 
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I'm not really convinced about the tank support. It adds to much flexibility to the list. More flexibility than the Codex armylist.

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 Post subject: Salamanders!!!!!
PostPosted: Tue Mar 20, 2007 9:26 am 
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This is the reply to a similar question in the topic linked to a few posts above.

Originally posted by ANSWER_MOD_nealhunt

I am somewhat concerned by the proliferation of suggestions that involve significant increases in list flexibility.

From a background perspective, human thought is supposed to be rigid and dogmatic.  People do things a certain way because that's the way it is done.  They don't tweak around with stuff.  That's heresy and in the 40K-verse the threats of it are very real even before considering the attentions of the Inquisition.

It seems that increasing flexibility often boils down to balance through allowing min-maxing, i.e. "well, this price and these stat lines would be balanced if we could just optimize it by being able to take X, Y, and Z rather than just X."

I would rather see fewer flexibility-related 'fixes' and more changes that directly address the perceived problems.  Leave the dogmatic, structured feel.


I think we dissagree here marine wise. The marines are always held up as the most doggmatic on a macro level (fleet arm, chapter size, squad size, company size etc) but least on a tactical level. Currently the epic lists have that somewhat about face. The guard are in many ways far more flexible tactically in how they can build formations.

Fluff wise they have rigid set ups, whereas marines have variable formation sizes, composition, use squads from different companies together, even innovative vehicles (with the AdMech often horrified at the marines level of inovation). All the background stories have disperate formations, odd numbers of vehicles and so on.

This idea is not realy a fix for any balance related issues. Indeed I can't see any power ups for marine formations within it. It is a slight variantion on what currently exists, indeed it is a step down in terms of building really big formations.

Now its easy to see why certain things are the way they are for marines. It makes sense to have formations in an 'air' list to conform to what can be deployed. There is further macro level restrictions on what they can have. Game wise marines gain disproportionate benifits from increases in formation size (as long as its synistic). The idea of the marine formations fits both the macro feel and the operational constraints (with two squads of assault marines in a company having 4 strong assault formations as the main formation type encountered makes sense and so on). Its the additions that should give a feel for the tactical flexibility.

Look at a tactical company currently - it can have if it wants to be an armour force a variable number of razorbacks and rhinos, 1-2 vindicators and a hunter. Why not change that to 1-2 armoured support vehicles (appart from the whirlwind for balance). Enough forces seem to have them fluff wise.

Armour wise if the tanks are equal why not mix them? I personaly have stuff in multiples of threes and have a fair number of odd vehicles. I can't see much min maxing in a formation of 4-6 vehicles for 275 to 425 points. Do people mix say their annihilators and destructors together? They prefer to field them in single type formations min max wise. I can already field under the proposals a formation of 4 predators, 2 vindicators and one hunter, and thats not even transportable by landing craft.

If the vindicator gets what it needs to be equal to the predator destructor (and that is in my view a 25cm speed and ignore cover FF attack) there is no problem with the above change. If predators are meant to be better options than vindicators then it doesn't work.

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