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Salamanders

 Post subject: Re: Salamanders
PostPosted: Thu Nov 20, 2014 2:32 pm 
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IIRC the FW book talks about the legion being somewhat too headstrong before the arrival of the primarch who "tempered" their enthusiasm with wisdom. Hence why the legion became slow to anger, but underlying the calm outer persona is some serious pent up rage.

The HH books seem to indicate that the salamanders liked to let the enemy show its hand first, expend its strength fighting the salamanders line formations before vulcan would unleash his elite troops to destroy enemy C2 etc. He was pretty tactile, but didn't go for the fast paced, lightning attacks (or some crazy bloody minded charge) favored by some of the other legions.

Now whilst I'm not supportive of any SR reduction on the salamanders, I think I understand your intent with the BM at start of the game, I just think the game mechanics you have used are 1: time consuming, 2: a significant handicap not representative of their trait, rather random BM suggest a level of disorganization that just isn't representative of any SM force IMO.
- As a counter I offer that perhaps salamanders couldn't conduct a "march" action in the first turn? perhaps represenative of their "watch and see" mentality. Basically no crazy manoeuvre first turn but once properly engaged the gloves come off and they can get stuck in just like anyone else...

I dunno, as I said, i don't think its necessary but i'm certainly not a fan of BMs straight up. Potentially a huge handicap given how the game mechanics work.


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 Post subject: Re: Salamanders
PostPosted: Thu Nov 20, 2014 10:10 pm 
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GlynG wrote:
What were your impressions of Salamanders drop lists though? Aren't they essentially just a more effective drop list than normal? (and with no cost increase for the spaceship or anything to compensate).


I can't remmebr if I ever tried one! Wouldn't have mattered though, I am awful at drop lists, losing a majority of games, even in the suicide scout bombardment days :)

ortron wrote:
So what would take you take that would make this list (25%?) better at air assault over standard marine options? What do salamanders tacticals/devs etc do that makes aerial delivery much better?


Points efficient FF formations. For 350 points you get a formation of 8 tacticals with FF MW. Not as good as a terminator close assault formation, but pretty much the best FF formation you can field I beleive, espcially if you do a 1-2 with another loaded hawk. And the formation will probably survive with enough member to be efective, unlike say assault marines. Similar with Devs.

Was also why the idea of a MM formation was dropped, as you would have to fly it in to be of any use.

It really comes in though with the landing craft where you can deliver short range shooting/FF units into point blank range. Prep the AA with warhound, fly in the landers...

Quote:
To me the salamanders should be strong at air assault inf formations and close range mech combat but limited by access to fast attack/numbers of activations. I think the low activation count, limited numbers should be the weakness and somewhat is already due to list design and upgrades. How about limiting scouts as well? -Salamander fluff suggests a slow recruitment process and an under strength scout company?


I beleive Scouts are part of the restricted formations already?

You can change to being a tech mech and air asault specialist, but what then are we gaining over the core marine list?


Focus for testing? Well I have to finish mentally wrestling with the predator. Giving it a super melta gun (15cm MW 4+?) means it would remain a support option and not a formation - that would just get airlifted and if it wasn't, lucky you. It seems best to stick with flamers, though I can understand giving it heavy bolters to give it a bit of range back. Annoying there isn't a model, while with the current one it is at least possible to buy it on ebay. Would that option also not simply replace the vindicator? Faster, more guns, though not as long ranged. Also trying to see where it would go - as an addition to a assault marine formation, not as good as the previous option, as an addition to a tac or dev formation? They are better off with a hunter and land raider.

On Hunters should they be split out and allow o-1 as a seperate upgrade? Currently you can do fun things with them like have a 2 hunter whirlwind formation, but you still really want hunters with you mech formations and that stops them getting tough and having a lot of redundant transport slots which was one of the ideas behind the list.

On helios - they were put in as a tech land raider option in the days they were rather rare. Now a few lists have them, do they add anything here?

Would hope to have the small number of changes written into the word file and pdf'd by the weekend. I thik it would look to simplify things and options.

I suppose a core question is, is it ok to have a list which gives you two options - sub-par list you can build anyway with the current marine list, or the optimal mech list. This has been a bone of contention with some, beleiving you shouldn't be able to make a normal marine list out of them (I am not fussed as they are slightly worse and plenty of lists let you do that).

Or do we go more radical, drop the landing craft, make the upgrade 0-2 redeemer, promethius, predator for 50 points each, hunter for 75 points each (dropping normal raiders), make the heavy transport upgrade 4 redeemers for 300 points, drop the helios? So make the upgrades more short ranged, drop their cost to compensate, and see where that goes?


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 Post subject: Re: Salamanders
PostPosted: Sun Feb 01, 2015 11:15 am 
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Hey guys, I was just wondering if there was much movement on this list, or if there's a way i can help out play testing anything you want to put forward, as I've just started gathering and painting a Salamanders force myself.
I have a gaming group of half a dozen epic players, we meet weekly.
I also go to a club locally that's held once a month that draws upwards of 20 epic players.

So i'm new to the concept of how all the trialing and crap goes. but i'd be willing to test whatever i can do to help out & report back.

Cheers guys.

Sam

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 Post subject: Re: Salamanders
PostPosted: Sun Feb 01, 2015 11:19 am 
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Just thought i'd share a list i made with the 1.13.2 list.

TERMINATOR [325]
4 Terminator units

DEVASTATOR [250]
4 Devastator units, 4 Rhinos
LAND RAIDER [425]
4 Land Raider Helios

LAND RAIDER [325]
4 Land Raider

VINDICATOR [375]
4 Vindicators, 2 Land Raider Redeemer
WHIRLWIND [375]
4 Whirlwinds, Hunter
FAST ATTACK [200]
5 Landspeeder
THUNDERHAWK [250]
TACTICAL [450]
6 Tactical units, Supreme Commander, Hunter

2975


Personally i'd really like to be able to move away from the terminators teleporting and thunderhawk doing the typical stale old marine tactic. I feel i wouldn't be able to be as competitive without them though.

Opinions?

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 Post subject: Re: Salamanders
PostPosted: Sun Feb 01, 2015 9:48 pm 
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Hey Fudd,

Nice list. Not quite my style - but I dont really have a style yet with marines.

I like your BP count. I think it might be a little over the top because I don't think the helios is a very cost effective unit but throw it around and see how it goes.

I like the landraider and tank heavy build of the list. And your right is hard to move away from the telly tubby termies!

A pair of Thunder bolts would be ideal but I cant see where you would put them.

Cheers
Jim


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 Post subject: Re: Salamanders
PostPosted: Sun Feb 01, 2015 11:37 pm 
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When I ran a competitive salamanders list a while back in took both Helios and whirlwind formations. The Helios were often the BTS, but made a great back field formation. I found them very flexible actually since the can sustain fire like any other whirlwind if nothing is in range or LOS. They're then able to counter attack anything trying to get through your lines. I'd run then with a hunter and some infantry protection though adobe they're a very tempting target for enemy terminators and the like.


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 Post subject: Re: Salamanders
PostPosted: Tue Feb 03, 2015 8:44 am 
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Thanks for the feedback guys,

Jim - I can't believe i forgot to slip thunderbolts in!

Are there areas of the list that need testing to bring more balance to the list?
As the feeling I'm getting is there are some units that aren't cost effective and overall the list is on the weaker side.

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 Post subject: Re: Salamanders
PostPosted: Tue Feb 03, 2015 1:53 pm 
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I'd agree with your assessment but TRC feels they are very good at air assault due to amount of MW attacks. Have a crack at trying to abuse the air assault power of the list. Personally I don't see it as the options being suggested are worse than terminators or significantly more expensive to generate similar hit potential.

The list is approved currently hence no real play testing is underway or required, however there has been a push to include some newer FW vehicles into the list.


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 Post subject: Re: Salamanders
PostPosted: Mon Mar 09, 2015 9:42 am 
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Fudd wrote:
Just thought i'd share a list i made with the 1.13.2 list.


LAND RAIDER [425]
4 Land Raider Helios


Opinions?


I think that the costs for the Helios are much higher and you can only add them to the LR Formation. Like this:

- 4 Land Raiders cost 350 , they have Commander, Close Support and Helios
- you can add 1-2 Redeemer at 75 points cost or 1-2 Prometheus at 85 points for the Close Support
- Helios is upgrading the Redeemer or Prometheus for 25 points (max. 2)

So the possible Formation would look like

4 Land Raider 350
+2 Helios (upgraded Redeemer) 200
total 550 points

Or am I wrong? I think that I made the same mistake in my list.


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