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Compare/combine salamander lists

 Post subject: Compare/combine salamander lists
PostPosted: Thu Apr 19, 2007 8:19 am 
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So here is a place to combine the two lists into one before prettying it up and seeing if we can get it in the vault.

First off Blacklegion
I inherantly wouldn't trust him, as he's a chaos marine, still it could be that he has insights only madness brings.

Army List

Discussion
Here
Here
And here
Have I missed any?

Then me. Even less trustworthy than BL, I can never entirely silence visions of artillary whenever I look at an army.

List (attached below)

Disscussed
Here
Here
And here

My list contains notes and rationals, BL's are in the threads though no doubt he can summerise them below when he gets a chance.

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 Post subject: Compare/combine salamander lists
PostPosted: Fri Apr 20, 2007 4:13 pm 
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Wow you dug out some pretty old threads :) I will post commends around monday when i'm back to my own computer.

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 Post subject: Compare/combine salamander lists
PostPosted: Sat Apr 21, 2007 12:40 am 
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I will have a game with my friends DarkAngels against my Salamanders. He will use the Codex armylist and i my Salamanders armylist.

No experimental rules will be used.

My force:

Tactical Detachmend 525pts BTS
- Captain
- Close Support
- 3 Razorbacks (2 twin HeavyBolter, 1 twin Lascannon)

Tactical Detachment 425pts
- 2 Razorbacks (1 twin HeavyBolter, 1 twin Lascannon)
- Hunter

Devastator Detachment (in Thunderhawk) 500pts
- Librarian
- Heavy Support
- Salamanders Dreadnought

Thunderhawk 225pts

Scout Detachment 150pts

LandRaider Detachment 425pts
- 3 LandRaiders, 1 LandRaider Helios

Predator Detachment 300pts
- 2 Predator Annihilator, 2 Predator Incinerator

Whirlwind Detachment 300pts

Thunderbolts 150pts

- 3000pts, 9 activations

I had liked to have one Sniper in the Scout Detachmend but then i would have two BTS formations. :(





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 Post subject: Compare/combine salamander lists
PostPosted: Sun Apr 22, 2007 7:59 am 
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(BlackLegion @ Apr. 21 2007,05:40)
QUOTE
No experimental rules will be used.

Hopefully then you should narrowly lose if the rules are needed :) It would also give you enough points for sniper.

As to the army why mix the razorbacks? Why not have the AT in one and AP in the other?

Incidentally I reckon you have a severe problem if facing enemy airpower.

Predator Detachment 300pts
- 2 Predator Annihilator, 2 Predator Incinerator


I will be stunned if you get this to work.

The only use I can see for the incinerator when it isn't attached to marine formations is as a dedicated formation carried by Landing craft (with other stuff on board as well, prob a terminator and devestator formation - 1125 points for 3 AP4+, 2AT4+, 16AP4+ ignore cover, 12 AP5+/AT6+ / 4 CC3+, 4 CCMW3+, 8 FF3+, 4 FF4+, 2 FF 5+ - stonking as was once said in WD)

Devastator Detachment (in Thunderhawk) 500pts
- Librarian
- Heavy Support
- Salamanders Dreadnought

This is the most likely use for this formation, I agree. However why aren't you teaming it up with a terminator or even land speeder formation for crossfire/support hammer and anvil style stuff?

Somewhat related to the detachment is the relative lack of 'fire'. Sure you have incinerators (used wrongly in my estimation) but nowt else.

A concern from a friend which I sorta agree with is the big jump in MW compared to regular marines, and the fact it is all air transportable.

Perhaps to get more 'flames in' the devestators should have one multi melta and one heavy flamer per stand (as I think they will be the most common salamanders upgrade). Would cut it back by about a 1/3 and could be balanced, would certainly make the air drop a bit less of a no-brainer.

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 Post subject: Compare/combine salamander lists
PostPosted: Sun Apr 22, 2007 10:02 am 
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Combining lists - unit stats
I think we have near consensus here
Predator Incinerator - Agree
Prometheus  - I think we agree to see what comes out of the separate thread
Helios - Agree
Salamanders Tactical - Agree
Salamanders Terminators - Agree
Salamanders Dreadnought - Agree (the FF4+ version, if anyone objects say its got a powerfist & melta/flamer combo on the other arm :) )
AttackBike - If you are happy with an appendix (at FF4+), I am. But it is such a minor thing if you are really keen we can keep it in to start with, I doubt it would be used however (but I am often wrong!).
Crusader - Agree (and do we both agree on CC5+? I'm happy either way)
Supreme Commander - We disagree (it was going so well). I think this depends on the new rules, rules review etc. The advantage of using this version for now is that it makes the list 'immune' to such problems for the purposes of playtesting. If nothing changes rules wise we can keep as is or switch back to the rulebook system. Plus consider though if we have a dedicated pic for each unit he will have his own datafax entry anyway! (A convincing argument I must say.)

Salamanders Devastator - Well we agree at the mo, but what do you think of the Multi melta + heavy flamer idea? It is a  powering down, if it proves too much cut the upgrade cost or change back? Plus its generally a good idea to start low in power in playtests! If you don't like it happy to keep with the original and instead add it as a note in the designers section as something to watch for.

Combining lists ? Chapter structure, non codex
I don?t think we disagree here, but worth checking!
1st company ? larger than codex
2nd, 3rd and 4th 3 Battle companies  ? larger than codex (7 Tactical, 3 Devastator, 2 Assault squads)
5th Reserve company ? larger than codex (8 Tactical, 4 Devastator squads)
6th Reserve company ? larger than codex (4 Tactical, 8 Devastator squads)
7th Scout company ? smaller than codex

Combining lists ? Design philosophy
Tricky to put into words but I think essentially for any playtester to evaluate against.

Salamanders have a non-codex company structure, a preponderance of flamer and melta weaponry, favour close range fire fights, limited fast attack options (6 assault squads, cross trained on bikes and land speeders), a higher level of technology than most other chapters and finally physically slower reactions and a 'more measured' response than brethren from other legions.

This is represented by

Non-codex company structure ? Salamanders prefer larger formations than their codex brothers regardless of the tactical situation. Represented by allowing the enlargement of tactical and devastator formations, limiting rarer troop types.

Preponderance of flamer and melta weaponry ? Represented by weapons swaps on some units and arming the infantry formation upgrades with alternative weapons.

Close range fire fights ? Availability of heavy armour transports (Land Raiders and variants), short range of Multi melta and heavy flamers, combined with limited ?elite? (3+) close combat troops encourages short range engagement and facilitates closing with enemy.

Limited fast attack options ? Limiting these formations in the army list.

Higher level of technology ? Allowing the use of normally restricted armour by more formations (e.g. Land Raiders as transports for tactical marines).

Slower reactions and a 'more measured' approach. Basically salamanders aren't as snappy as a regular marine. This is reflected by encouraging the use of larger (and therefore less) formations, limiting fast attack options and altering points costs to change the value of different strategies.

Add to designers notes
This army list represents a typical Salamanders task force. The chapter however can adapt as the situation requires and so you may use any other ?codex? marine list to represent a Salamander army. For instance during the Amerits crusade the requirements for rapid strike forces could only be meet by cross training tactical marines to use Land Speeder Typhoons and Tornados and massing the chapters available assault troops. This would be represented by using the Codex marine list found in the main Epic rulebook.

Do you have any worries?
Mine are
?Salamander? upgrades.
Epic being what it is these essentially boost a formation for assault duties, which in marine language means air drops. As a result the Thunderhawk should cost more, to try and balance the ground/air effectiveness problem. This does make assault troops more marginal.
The dev upgrade ? potentially a nasty package in a Lander. 1125 points for either (16 AP5+/AT6+, 8 MW5+, 2 AT4+, 3 AP4+) or (12 FF3+, 6 FF5+, 4 FFMW4+, 18 units and 4DC) depending on shooting or assaulting.
Also considering the added FF power should the Land Raider and variants cost more in light of potential use with a Lander? The consequence of this is to make the terminator formation only viable if mechanized with a crusader. Then again Troops with Heavy Flamers are generally unsuited to use as mechanized infantry in a non-assault role.
Finally the amount of MW in the list-  should this be cut back and the amount of flamers increase? The ideal way being to have the devastators armed with one of each weapon.

Worth including
Experimental rules
At the time of writing there are various experimental rules suggestions for space marines. When reporting on playtests please state whether any of the following suggestions were used and if any other alterations common to your games were used.

Current relevant suggested experimental rules
Predator Destructor ? Changed to FF4+
Land Raider  - Changed to FF4+
Vindicator ? Speed changed to 25cm, given small arms, ignore cover to weapon profile, add Walker, Thick Rear Armour to notes.
ATSKNF ? Space Marine formations halve their number of Blast Markers (rounding up) when calculating Assault Modifiers AND A space marine formation that includes any units with the leader ability may remove two (not one) extra Blast Markers for each Leader whenever it regroups or successfully rallies.

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 Post subject: Compare/combine salamander lists
PostPosted: Mon Apr 23, 2007 2:23 am 
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(The_Real_Chris @ Apr. 22 2007,08:59)
QUOTE

As to the army why mix the razorbacks? Why not have the AT in one and AP in the other?


Because i know my opponent would seldom use an all-tank formation.

Incidentally I reckon you have a severe problem if facing enemy airpower.


He don't like flyers too but usually has plenty of AA.

Predator Detachment 300pts
- 2 Predator Annihilator, 2 Predator Incinerator


I will be stunned if you get this to work.

Well...kind of :)

Devastator Detachment (in Thunderhawk) 500pts
- Librarian
- Heavy Support
- Salamanders Dreadnought

This is the most likely use for this formation, I agree. However why aren't you teaming it up with a terminator or even land speeder formation for crossfire/support hammer and anvil style stuff?
Because of the most likely use it took it. And i didn't use Terminators or LandSpeeders because i don't own the models (LandSpeeders)or hadn't time to assembel them (Terminators).

A concern from a friend which I sorta agree with is the big jump in MW compared to regular marines, and the fact it is all air transportable.

Perhaps to get more 'flames in' the devestators should have one multi melta and one heavy flamer per stand (as I think they will be the most common salamanders upgrade). Would cut it back by about a 1/3 and could be balanced, would certainly make the air drop a bit less of a no-brainer.

Hmm see the battle report. The Multi-Meltas wheren't soeffective. Under the rulebook rules in assaults all non-MW attacks have essentially FirstStrike because you roll for MW CC and FF after regular attacks are solved and casualties removed.


Battlereport here:
http://www.tacticalwargames.net/cgi-bin....y200649





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 Post subject: Compare/combine salamander lists
PostPosted: Mon Apr 23, 2007 2:37 pm 
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re MW: According to 2.2.6. : If an attacking formation scores hits both with normal weapons and weapons with the macro-weapon ability, then the opposing player must allocate and make saves for the normal hits first, and then allocate and make any saves for the macro-weapon hits.

To my reading: I assault a LandSpeeder formation, i roll for hits, the LandSpeeders makes saves and removes casualties (at the same time the LandSpeeders would make their base attacks...but the base attacks are MW so they have to wait)and only after this both sides roll for MW-hits.

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 Post subject: Compare/combine salamander lists
PostPosted: Mon Apr 23, 2007 3:55 pm 
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Ok problem was solved on the SG-board :)

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 Post subject: Compare/combine salamander lists
PostPosted: Mon Apr 23, 2007 9:53 pm 
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(The_Real_Chris @ Apr. 22 2007,11:02)
QUOTE

Sal?amanders AttackBike: we will see if anyone wants touse it.
CC5+ for Crusader i'm fine with.

SupremeCommander: Yes its depents on the new rules. If the Leader = removes 2BM;is applied theni think a drop to 75pts instead of 100pts in ok.

Do you really want a picture for each character?

Salamander Devastators: Hmm i would like to keep the stats simple. 2 Multi-meltas is easier than MultiMelta + HeavyFlamer. And as far asi know in Codex Armageddonit was a missprint to allow Salamanders infantry HeavyFlamers (they are only for Termimators).

Chapter strukture is:
1st Company 12 VeteranSquads (mix of Terminators and Powerarmour)
2md, 3rd and 4th BattleCompanies with 7 Tactical, 2 Assault and 3 Devastator Squads.
5th ReserveCompany 8 Tactical and 4 Devastator Squads
6th reserveCompany 4 Tactical and 8 Devastator Squads
7th Scoutcompany 6 Scout Squads.

Design philosoph:
Combining lists ? Design philosophy
Tricky to put into words but I think essentially for any playtester to evaluate against.

Salamanders have a non-codex company structure, a preponderance of flamer and melta weaponry, favour close range fire fights, limited fast attack options (6 assault squads, cross trained on bikes and land speeders), a higher level of technology than most other chapters and finally physically slower reactions and a 'more measured' response than brethren from other legions.[/quopte]
Agree.

[quote]This is represented by..

Agree.


Add to designers notes
Agree.

Re Upgrades:
I don't see the "puffed up" Devastators with Dreadnought in Thunderhawk as such a great force. In Combination with Assault Marines they would bemore valuable. At least for theinitial assault. The Devastators would become handy in subsequent turns where they are able to shoot.


The LandingCraft: Yes on paper it looks uber, but will it perform good? 1125pts is a havea pointssink, eveni n a 300pts battle.

Re MW:
I don't think cutting back the MW is nessecary. The range isn't that good anyway and turning half the Multi-meltas into HeavyFlamers wouldn't do them any good as the HeavyFlamers are only good against Infantry.
If they are inrange for the HeavyFlamer then they are in range to be assaulted and in CC their MW and HF are useless.


Re Experimental Rules:

If the Destructor has FF4+ then the Incinerator is cleary a inferior tank. Loosing 15cm range to the HeawvyFlamers (even if the hit on 4+ as 5+ of the HeavyBoilters) is bad fopr them, even if their base FF-attack becomes IgnoreCover due to the HeavyFlamers.

LandRaider FF4+ i second that.

Vindictor: i really don't know if this changes are needed.

ATSKNF: I mostly play against other SpaceMarines so i can't say something about this.

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 Post subject: Compare/combine salamander lists
PostPosted: Tue Apr 24, 2007 4:11 am 
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(BlackLegion @ Apr. 24 2007,02:53)
QUOTE
[quote="The_Real_Chris,Apr. 22 2007,11:02"][/quote]
Sal?amanders AttackBike: we will see if anyone wants to use it.

Well you would want to use it :) I would use a land speeder!

Supreme commander wise I suggest to avoid any fluctuations from experimental rules go with the 'simplified' version. It can  always be changed back to match whatever or changed to something else later on to little effect.

Do you really want a picture for each character?


Hell yes :) I've got I think each character. Plus they are only compressed int he rulebook to save space, there is no such problem here.

Salamander Devastators: Hmm i would like to keep the stats simple.

Fairy snuff but it is something to test and bear in mind for the future, especially the transport load outs. I would use a dev load out to shoot then support another formations assault, not to assault themselves.

Chapter structure - no point saying how many scout squads, recruitment is never fixed it is just a fact that the salamanders are slow at it.

If the Destructor has FF4+ then the Incinerator is cleary a inferior tank.

Not really, its a better close support tank for infantry - if it can attach to infantry squads. If it can't its useless. A dedicated formation can be used in only one way and that is as an air drop force where it is fairly nifty. However if given the choice between a pred, vindie and incinerator to attach I would probably go for a mix of vindies and incinerators.

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 Post subject: Compare/combine salamander lists
PostPosted: Tue Apr 24, 2007 9:36 am 
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Re AttackBike: Efficiency whise i would use LandSpeeders too. But Multi-Melta AttackBikes fit better than HeavyBolter ones.

Re Characters so Jumppack equipped Characters would become a separate picture too? :D But hey i like pictures :)

Re Scouts: The IndexAstartes article in the WD said 6 Scout Squads. Yes this is very few.

Re Incinerator: Yes the IgnoreCover base attack for the Incinerator would be better than the regular attack from the Destructor if both would hit on 4+.
Perhabs we should allow the Incinerator,and only the Incinerastor; as a 1-2 Upgrade for Assault, Devastator and Tactical Detachments and leave it out of the Predator Detachment which then would be only Annihilators and Destructors?

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 Post subject: Compare/combine salamander lists
PostPosted: Tue Apr 24, 2007 10:11 am 
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Well now you come to why leave it out and my whole philosphy about armour and marines :)

If you add it to infantry (and I would suggest not to assault - they aren't a core unit in the army and I think 'vanila' could be best for them) you then have as the list of upgrades - Hunter, Vindicator, Predator Incinerator, Land Raider (and Crusader too via transport). A long list.

Far easier to say 'armour upgrade' and have it as any type of rhino chassis and Land Raiders (at 75 and 100 points each repectively). This is sorta going into list comparison which is the trickyist part of combining as its where we dissagree most.

I see an armour upgrade as good for several reasons.
1 - In general it makes marine armour look more worthwhile (only look as it turns out) and flexible, it isn't quite but looks better on paper at least :)

2 - It saves a fair bit of space when writing lists :)

3 - It restricts armour formations to landing craft sizes - currently they can be 7 strong which seems strange for purposes of insertaion and extraction.

4 - It doesn't alter much. Hunters are still best spread out. Predator annihilators and Destructors lose out to Razorbacks, though could be added to preds instead of vindicators (why would you add vindicators to pred formations anyway?). Pred incerators are I think viable verses razors as much as Vindicators are. The comparison (for say devestators) is  2 rhinos and a pred/vindicator verses 1 rhino and 3 razorbacks. Which is better? Still its there neatly as an option.

5 - And finally it cuts back the 'uber' formations slightly. A Dev formation in your list could seemingly have 1 hunter, 2 vindicators, 2 predator incinerators, 4 land raider and 2 crusaders. Okay you wouldn't do it (you would leave the Land Riader to be a seperate cheaper formation) but it begs the question how do marines insert that? With the all singing all dancing upgrade they could add at most two AVs, and if they were Land Riaders only get one more crusader if they get more infantry to carry in it, otherwise razors as normal.

This way you could take them out of the pred formation - but I would leave them in for now unless testing with the lander shows it is too good an attack.

Note another concern that just popped into my head, not based on testing is thus.
Devs + more devs + 5 razorbacks. 500 points
vs
Tacs + 5 razorbacks. 425 points

Better assault with the first but firepower wise - 8 AP5+/AT6+, 5 AP4+/AT4+ and 4 MW5+ vs 6 AP5+/AT6+, 5 AP4+/AT4+
Balanced for 75 points difference?

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 Post subject: Compare/combine salamander lists
PostPosted: Tue Apr 24, 2007 10:28 am 
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(BlackLegion @ Apr. 24 2007,14:36)
QUOTE
Re Characters so Jumppack equipped Characters would become a separate picture too? :D But hey i like pictures :)

Re Scouts: The IndexAstartes article in the WD said 6 Scout Squads. Yes this is very few.

Well I was thinking one for each datafax - not one for every possible combination (Librarian on foot, on bike, in speeder, in rhino, in raider, jumppack etc etc).

Scout wise - saying 6 squads in a recuit company seems a bit funny, surely they would et everyone they had geneseed for - however they don't produce much for a reduced chapter so recruitment is slower and hence smaller company (I think best represented by sticking them in the restricted points section).

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 Post subject: Compare/combine salamander lists
PostPosted: Tue Apr 24, 2007 10:29 am 
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Well...i like to stick to the layout of the Codex armylist and only add changes. Not change the layout of the whole armylist to save space :)
Hey you was the first person who wanted pictures of each character instead of a general one :D

4: Well...if the Vindicator gets its FF IgnoreCover....why bother to take an Incinerator? I don't know if they are balanced to each other. What do you think?

5: So far asi interpret the FAQ you cant add transport vehicles if there are no more units totransport. So 2 LandRaiders (both variants)are maximum for the Devastator Detachment (without Heavy Support). With HeavySupport there would be 3 LandRaiders or 2 Crusaders.

Dev/Tacs:  Thats 75pts more for  6 additional shots. 4 of them at a very short range but with MW. I have yet to see how upgraded Devastators will fare in shooting, because in an assault they seem to be not that great.
If they turn out to be overpowered then 200pts for the Heavy Support upgrade would be ok?

Characters and Scouts. No problem there :)





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 Post subject: Compare/combine salamander lists
PostPosted: Tue Apr 24, 2007 10:51 am 
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(BlackLegion @ Apr. 24 2007,15:29)
QUOTE
Well...i like to stick to the layout of the Codex armylist and only add changes. Not change the layout of the whole armylist to save space :)
Hey you was the first person who wanted pictures of each character instead of a general one :D

I would also like to have a readbale font - i.e. get the list and special rules all on A4 page. The unit datafax are there seperately for me to peruse and enjoy, I don't need them in a game :) Also of course its not just to save space, its to rational/increase flexibility/reduce excess (addressed below uber unit wise).

Plus the 'extra (in reality less) vehicles I think again reinforces the technical excelelnt of the chapter.

4: Well...if the Vindicator gets its FF IgnoreCover....why bother to take an Incinerator? I don't know if they are balanced to each other. What do you think?


Yep, I think they both have advantages over the other. The incinerator is a better support tank - its got 10cm counter charge and if you are working close in its firepower is almost double. Oh and its got a longer range for closing shots.
The vindicator (with changes) is a bit tougher, the same when starting a FF, longer ranged than most of the preds firepower, but slower for the formation.

In essence if I wanted a mobile hit and run style I would go the incinerator, if I wanted to wade in the vindicator.

Pure formation wise the same sort of thing - the vindicators for air drop to take an objective, the preds for a better opening salvo, then manover to support.

If they turn out to be overpowered then 200pts for the Heavy Support upgrade would be ok?

yes it is something to watch for, I've no evidence yet.

5: So far asi interpret the FAQ you cant add transport vehicles if there are no more units totransport. So 2 LandRaiders (both variants)are maximum for the Devastator Detachment (without Heavy Support). With HeavySupport there would be 3 LandRaiders or 2 Crusaders.

in that case you need to edit your DA list :)
Still with the incinerator added thats 1 hunter, 2 vinduicators, 2 incinerators and 2 crusaders (or 1 crusader, 2 razorback and a rhino for the extra devs option). Not air dropable but nasty all the same, especially against armies who come to you.

If I wanted an airdrop I would go for 2 incins, 2 vindies, 2 rhinos, the devs and a formation of terminators. 1200 points for 12 AP4+ ignore cover, 2 AP3+/AT4+ ignore cover, 10 AP5+/AT6+, 3 AP4+, 2 AT4+ or 8 FF3+, 4 FF4+ ignore cover, 2 FF5+, 4 CC3+, 4 CC MW3+.

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