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Salamander Comments

 Post subject: Salamander Comments
PostPosted: Sat Nov 24, 2007 8:15 am 
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Well, I managed to get in a game for the first time in a couple months.  Salamanders v IG.  I intended to take a list with minimal selections from the 1/3 "allies" points to make it as representative of the list as possible.

That was a mistake.  My normal method of SM play failed miserably because my normal "mud marine" composition is too different.  A disastrous first turn/first activation and it was a long, slow, painful slide. I resigned about half way through the third turn because neither of us could see any possibility of recovery.

Overview:  Side deployment.  SM blitz in the midboard.  IG blitz in one corner.  T&H objectives more or less down the middle.

IG army:
Russ Company
2 Infantry companies w/ Fire Support
Deathstrikes
2 Stormtrooper formations in Valkyries
Hydras
Tbolts
Sentinels
Warhound

Salamanders:
Tacs + SC + Prometheus +Razorback
2 Tacs + Salamander Tacs
Devs + Salamander Devs
Preds + 2 Incinerators
Assault + 2 Incinerators + Chaplain
Tbolts
Terminators

IG garrisoned the infantry and the Sentinels practically on the midboard.  The setup was basically a refused flank.  The infantry took the center and the weak flank, with the Sentinels in front and the Warhound behind to support.  The strong flank was on the side towards the IG blitz and set up in a castle formation.  It was blatantly intermingled but such ridiculous volumes of firepower in such a compact area that a teleport/clip assault would have been suicidal.

I deployed in basically a straight line, intending to count on SM speed to adjust on the fly.  From left (the weak IG flank) to right, it went: Tacs, Devs, Preds, Tacs, SC, Assault.

I had 2 options.  First, the weak flank was slow and could really only threaten one objective, so I could ignore it and concentrate on the bulk of the IG army.  Second, I could try to roll up the weak flank and hit the remainder of the army as it moved to reinforce.

I decided that rolling up the flank would be best.  That infantry formation was in a commanding position (buildings with good field of fire).  Taking them out would free up a lot of room for maneuver and it would be hard for the IG to coordinate a counter attack due to the different speeds of the formations on the strong side.

Turn 1 I teleport the Terminators into the buildings adjacent to the IG, intending to sweep them with Ignore Cover flamers, followed by the Tac/Sal formation joining the Termies to push them out.  As it was, I lost the strategy roll, the IG hit an insane amount, and the Termies failed disproportionately.  A retain by the Warhound finished them off and I was down an activation, with nothing close enough to assault the IG.

Salamanders are FF assault troops, so I needed to assault.  However, I couldn't leave troops mounted because those Deathstrike Missiles would have perfect targets.  The IG had more formations, so they were able to stall and when the DS finally did try to activate, they failed, so even the formations that could potentially have mounted up were still facing a threat at the beginning of the next turn.  The remainder of the IG advanced very carefully, keeping their very tight placement because they knew they were out of assault range of unmounted troops.

As you can probably tell, with all operational momentum at the control of the IG, they slowly ground forward, happily trading a few casualties for similar numbers of marines and hemming me in.

=========

Observations from the AABS:

First, this is based on a comparison to my normal SM methods.  I've had reasonable success with them, but they simply don't work with the Salamanders.  In a nutshell, I use Tac formations to form a line and lots of fast attack formations to set up, support, and execute assaults.  My normal "mud marine" list would be something like 3 Tac formations, 3 bike or speeder formations (2/1 or 1/2 depending on other AT/MW sources), a loaded Thawk, and then fill in with whatever I felt like playing that day, including AA sources.


The Salamanders list is slow.  Bone-crushingly, agonizingly slow.  SMs tend to suffer from slowing down once the Rhinos start getting shot, but there are usually enough fast threats and deep strikes that the infantry can get into position to remain a threat even when the Rhinos are killed.  Salamanders don't have that luxury.

On top of being slow, the larger formations mean that it's lower in activations.  It might play something like Black Legion CSM lists, except that the CSM have different tools which the Salamanders don't have.

To make up for the slowness and low activation count, this list is almost obligated to max out the 1/3 allowance.  As an example, TRC's recent batrep against the IG included all the 0-1 options available in the list (speeder, scout, assault).  There's nothing wrong with doing that, but I think it is a potential problem if it's the only way to make the list work.  


The Prometheus doesn't seem to have much point.  The list is strong on FF, having various MW and IC FF options.  Most of the formations also have good (for SM) shooting options, especially if you are in assault range.  To optimize offensive capabilities, the Salamander player is going to want to use fire/support/assault combos whenever possible.  Combined assaults actually result in fewer attacks and effectively reduces an already low activation count.  It would be a truly exceptional situation for the Salamanders to want to use a combined assault.  I don't think I would buy a Prometheus except in a very large army because it seems more a contingency item than something to plan a battle around.  At its price, that only works in large armies.


The Sal Devs radically change the character of the formation.  SM Devs are one of their few formations that can actually expect to do more damage by firing than by assaulting.  Being forced to add Sal Devs with 15cm range, means that simply stops being true.  A 250-350 point area denial garrison of Devs is feasible.  A 375 formation of Dev + Sal Devs, which provides no better area denial than the 250 point formation is not.  In the core list, providing a base of fire is a serious option and is a strong follow-up role after an air assault on a flanking formation.

Again going to TRC's batrep against IG, all the Devs were delivered via air assault, right into the center of the enemy where targets would remain plentiful.  That's really the only option for the formation.


Whirlwinds - in discussing this particular battle, we felt like Whirlwinds might actually have made a big difference.  Having just a handful of templates would have forced the IG to spread out.  A weaker castle deployment and looser line would likely have opened up some opportunities.


AP/AT/MW - I felt like the list was pretty heavily weighted towards AP if you take the Salamander options.  Even with the added availability of Multi-meltas, I felt like it was weak on the AT side.  The MW is all short-ranged and a 45cm AT shot is just much more versatile than a 15cm MW shot.  It may not kill something at a particular critical point, but over the course of a game it will usually do more.


Overall, it seems the options for making the list work are 1) lots of restricted points formations, 2) lots of deep strikes, or 3) some combination of the above (again, as evidenced by TRC's batrep).  With either option the number of actual Salamander infantry units is going to be minimal.  A line army of Salamanders might work with someone else, but I don't see a way of making it work with my play style.  The end result seems to be an army that seems un-Salamander-ish.


All that said, I really don't have any good ideas on how to change it so the Salamander options are viable in more diverse strategies.

The only thing that popped into my head that seemed characteristic was an incendiary, Ignore Cover version of a Whirlwind.  I have no idea whether that has the slightest background justification, but it certainly seems in keeping with Salamander style to me.

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 Post subject: Salamander Comments
PostPosted: Sat Nov 24, 2007 1:45 pm 
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I could have sworn I did a batrep of two games in london vs Gavin's Eldar but can't find it anywhere. It was a similar low allies list and the terminators did even worse :) Wiped out turn one by one Eldar activation!

That featured two thunderhawks filled with tacs and devs but still got wiped out.

As for the comments it seems to work exactly as desired, being slow with large formations. And must go down in Epic history as the toughest (weakest) first iteration of an Epic list ever :)

Army list wise I would have scrapped the incinerators for another activation, pred Annihilators maybe. The incinerator seems to be shaping up to be a LC option only, as the damn thing is just to short ranged, maybe as an assault marine adjunct, but as anything else?

The incendiary whirlwinds are a neat idea, the Prometheus is indeed a hard thing to get to work, after trying it every game so far even I have given up on it (is it best for a different army or should it be a different vehicle?).

The lack of AT is there - or rather it isn't there as a high proportion of points. I don't think this was something ever considered as it was assumed all the MW would make up for it. But of course in retrospect having short ranged units tac'ed onto long range ones cuts them down considerably.

The idea is not to have a list that is reliant on deep strikes, hence all the increased costs.

So a radical rethink necessary or just emphasis it more? The Latter is either decrease the upgrade cost by 25 points and possibly up the thunderhawk and LC cost by 25 - but that would have made a net different of 75 points in your list, which is nothing OR somewhat more radically up the transport units, that is include the rhinos in the formation and do not have them replaced by Land Raiders. So for 100 points or so a formation you get a bunch of extra transport spaces. Would that have made a difference?

The only other stuff I can think of relies on allies which isn't good - a different Warhound support config for instance (incinerator version).

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 Post subject: Salamander Comments
PostPosted: Sat Nov 24, 2007 5:07 pm 
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I like the idea of incinendiary (= Ignore Cover)missiles for the Whirlwinds.
At last Dark Angels and Blood Angels can have them in Wh40k.

Andi see nothing wrong in fielding one of the restricted formations. Fielding all possible restircted formations would be unfluffy.

Same with air-assaults. It's the Space Marines choice of warfare, so Salamanders are not different.
Surely the shouldn't work ONLY with air-assaults but as mud-marines too :D

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 Post subject: Salamander Comments
PostPosted: Wed Nov 28, 2007 4:59 pm 
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Army list wise I would have scrapped the incinerators for another activation, pred Annihilators maybe.


Yep.  Of course, that means you're eliminating the characteristic Salamander traits when you actually create the army list.

The incinerator seems to be shaping up to be a LC option only, as the damn thing is just to short ranged, maybe as an assault marine adjunct, but as anything else?

I think that's probably pretty accurate.  I think they should be good for Assault Marines for several reasons (though I didn't have a chance to find out for sure).  In fact, they should work well with any infantry formation that can maintain mobility.

I was thinking of an LC load of Assault/Incinerators and Tacs/Sal/Rhinos would be cheap (for an LC assault), pack a good punch, and would be highly mobile once on the ground.

The incendiary whirlwinds are a neat idea,

Thanks.  I liked it.  :;):

the Prometheus is indeed a hard thing to get to work, after trying it every game so far even I have given up on it (is it best for a different army or should it be a different vehicle?).

I like the concept but I'd need to try it with other armies to decide if it is feasible there.  Of course, the simplest is just LR w/SC attached = Prometheus.

The lack of AT is there - or rather it isn't there as a high proportion of points. I don't think this was something ever considered as it was assumed all the MW would make up for it. But of course in retrospect having short ranged units tac'ed onto long range ones cuts them down considerably.

It never occurred to me either until I started considering options for attacking a Warhound and a Russ company.

So a radical rethink necessary or just emphasis it more? The Latter is either decrease the upgrade cost by 25 points and possibly up the thunderhawk and LC cost by 25 - but that would have made a net different of 75 points in your list, which is nothing OR somewhat more radically up the transport units, that is include the rhinos in the formation and do not have them replaced by Land Raiders. So for 100 points or so a formation you get a bunch of extra transport spaces. Would that have made a difference?

I think it's going to need to be reconsidered from a practical standpoint and radical changes have to be considered as options.

Extra transport slots might have made a difference.  However, the way it would have made a difference would have been sort of cheesy and I don't think it would help in broader application.  A major hindrance to movement in my game was the vulnerability of loaded transports to the Deathstrikes.  With extra capacity I could have kept unloaded transports in the front of the formations and forced Deathstrike shots to target empty Rhinos but that seems like a rules-ish manipulation to me.

Also, that would be less effective against artillery as even with an extra Rhino or two the formations are small enough that the "barrage magnet" cluster of troops probably wouldn't work well.  It would be virtually useless against aircraft that can choose direction of approach.


I haven't given a lot of thought to means for improving it (finals and term papers put a cramp in such frivolity  :glare:) but just to brainstorm some stuff...

As far as a place to start thinking, the BT list might be helpful.  It's centered on the idea of larger, more horde-like SM forces and it seems to work.  Unfortunately, part of why it works is attrition troops which aren't really in keeping with the Salamanders.  Another similar style list is the Black Legion but I think there is enough point/quality difference that will have some limitations as well.

Probably the most applicable but least tested item to mine for ideas would be the fan-based Space Wolf lists.  The Space Wolves use larger, all-high-quality troop formations like the Salamanders.  If those lists are working, they probably have traits you can borrow.

Another option would be to include a dedicated Salamander formation with all-meltas.  It would have limited flexibility due to range restrictions (air assaults and defensive style garrisons, probably) but it would at least be homogenous and not have the mixed-range issue which waters down the formation's focus.

Another infantry option that might help would be the ability to trade the Salamander versions instead of just adding them, like the BA list does with Tac/Assault trade.  That doesn't get you larger formations, but it would help with issues of activation count (formations aren't all 400+ points) and I think it defines the role a bit better.  A formation of 2 Tacs and 4 Salamander Tacs is clearly an assault-oriented formation, but it has the ability to place BMs at good range and it would have a stronger fire/support combo than normal Tacs or normal assault marines.

A dedicated Incinerator formation might work as it would have a strong focus - AP and FF support - and be fast enough to implement it.  That could be as easy as making them a core choice for the Preds.  Or a Vindicator/Incinerator combo might be feasible (is the close support option available to Vindicators?).

Perhaps Incinerators could drop ~10 points.

Also, some different tactics need to be tested.  A Tac formation with 2 Incinerators might be effective.  The Incinerators could lead with better armor saves and allow the Tacs to risk staying loaded, at least in some situations.  75 points with a 4+ save is an expensive shield, but since it's protecting ~100 points in a Rhino with a 5+ save, it might be worth it.

I'd like to see a test with Drop Pods as well.  That's obviously a deep-strike kind of list but to me that feels less contradictory with the Salamander style than air assaults.

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 Post subject: Salamander Comments
PostPosted: Thu Nov 29, 2007 9:11 am 
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Just noticed you managed to field a whole battle company plus a tactical formation. Groovy :) I guess I am less worried about people maxing out the 1/3, as currently tourney marine armies come damn close with warhounds, air and stuff.


(nealhunt @ Nov. 28 2007,21:59)
QUOTE
Army list wise I would have scrapped the incinerators for another activation, pred Annihilators maybe.

Yep.  Of course, that means you're eliminating the characteristic Salamander traits when you actually create the army list.

A dedicated Incinerator formation might work as it would have a strong focus - AP and FF support - and be fast enough to implement it.  That could be as easy as making them a core choice for the Preds.  Or a Vindicator/Incinerator combo might be feasible (is the close support option available to Vindicators?).

Perhaps Incinerators could drop ~10 points.


Well, its more an optional Salamander trait, I mean pre change who ever takes Vindicators as extra units in a formation? :)

Originally Incinerators were considered, but reckoned better than Vindies and replicating their function, so never included as a Pred formation option (but replacing vindies in the close support option). Of course with the new ?we rule bases (or whatever the internet phrase is)? MW Vindy its changed somewhat, so no reason why the formation shouldn?t come back. I think I tested it against Gavin ages back but seem to have lost my notes.

As for the point drop not sure if it is feasible considering the air assault potential. Perhaps the formation could come down to 250 maybe, to match the upgrade cost as if you go with the LC you replace other troops rhinos (unless you have terminators, incins and dev?s ? 2xAT4+, 3xAP4+, 12xAP5+/AT6+ and 16xAP4+IC!!! ? 1200 odd points and they call me Chris ?Landing Craft? Hayes)


Extra transport slots might have made a difference.  However, the way it would have made a difference would have been sort of cheesy and I don't think it would help in broader application.  A major hindrance to movement in my game was the vulnerability of loaded transports to the Deathstrikes.  With extra capacity I could have kept unloaded transports in the front of the formations and forced Deathstrike shots to target empty Rhinos but that seems like a rules-ish manipulation to me.

Also, that would be less effective against artillery as even with an extra Rhino or two the formations are small enough that the "barrage magnet" cluster of troops probably wouldn't work well.  It would be virtually useless against aircraft that can choose direction of approach.

Also, some different tactics need to be tested.  A Tac formation with 2 Incinerators might be effective.  The Incinerators could lead with better armor saves and allow the Tacs to risk staying loaded, at least in some situations.  75 points with a 4+ save is an expensive shield, but since it's protecting ~100 points in a Rhino with a 5+ save, it might be worth it.

Well, with extra transport slots the rhinos carry less against artillery and against shooters like Deathstrikes you put empty ones out in front, just like marines do currently with Razorbacks.

It also builds on your tactic suggested above. A Land Raider, Razorback and Incinerator give you an ablative Rhino, Razor and Incin to take the first few hits. If you don?t go for that you can just take 2 rhino variants and a razorback for a 175 point shield.

Probably the most applicable but least tested item to mine for ideas would be the fan-based Space Wolf lists.  The Space Wolves use larger, all-high-quality troop formations like the Salamanders.  If those lists are working, they probably have traits you can borrow.

I?ve only ever seen ones that use BL rules, i.e. the pups lose ATSKNF for larger formations.

Another option would be to include a dedicated Salamander formation with all-meltas.  It would have limited flexibility due to range restrictions (air assaults and defensive style garrisons, probably) but it would at least be homogenous and not have the mixed-range issue which waters down the formation's focus.

Tis something of a change certainly. I just don?t know if it is particularly ?Salamandy?. I wouldn?t even use it for garrisons unless I could get 10cm of cover all round to make the enemy come in. Tis air assault and that?s it probably.

Another infantry option that might help would be the ability to trade the Salamander versions instead of just adding them, like the BA list does with Tac/Assault trade.  That doesn't get you larger formations, but it would help with issues of activation count (formations aren't all 400+ points) and I think it defines the role a bit better.  A formation of 2 Tacs and 4 Salamander Tacs is clearly an assault-oriented formation, but it has the ability to place BMs at good range and it would have a stronger fire/support combo than normal Tacs or normal assault marines.

Only prob is its supposed to be larger formations (at least according to the force org). What other ways are there to represent that and the ?lower reactions? (done here with less activations)

I'd like to see a test with Drop Pods as well.  That's obviously a deep-strike kind of list but to me that feels less contradictory with the Salamander style than air assaults.

Biggles will probably be up for that, he has been playing with drop lists recently I think. Bit all or nothing (more than normal) as get it wrong and you are nowhere in range!

I think it's going to need to be reconsidered from a practical standpoint and radical changes have to be considered as options.

Well getting more radical we have big points drops for the units, something like a Tac upgrade being 100 points and a Dev upgrade 75? Thats another activation in the list, or a couple of ablative units.

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