Souffle Girl
12-10-2015, 04:53 AM
Hi!
So, after playing mostly Warmachine for a couple of years, I'm in the mood for getting my Salamander chapter back on the table. I don't know much about the current meta, so I went with a pretty standard Imperial hammer-and-anvil list, consisting of:
Primary Detatchment: Combined Arms. Salamander Space Marines.
HQ:
Vulkan He'stan
Elites:
6 men Sternguard Squad w/5 combi-melta, drop pod.
Troops:
6 men Tactical Squad w/flamer, combi-flamer, drop pod.
6 men Tactical Squad w/flamer, combi-flamer, drop pod.
6 men Tactical Squad w/melta, combi-melta, drop pod.
Fast Attack:
6 men Assault Squad w/2 flamers, drop pod w/locator beacon.
Heavy Support:
Thunderfire Cannon
Allied Detatchment. Imperial Guard (yes, I know that's not their name anymore, but you'll catch me dead before I call them Astra Militarum)
HQ:
Company Command Squad w/4 plasma guns, Master of the Fleet, Chimera w/multi-laser, heavy flamer.
- Commissar w/bolt pistol, ccw, attached to Infantry Squad #1
Troops:
Infantry Platoon
- Platoon Command Squad w/3 plasma guns.
- Infantry Squad w/Lascannon.
- Infantry Squad w/Lascannon.
- Infantry Squad w/Lascannon.
Fast Attack:
Vendetta Gunship w/3 TL Lascannons.
Heavy Support:
Wyvern w/Heavy Bolter.
General tactics:
As I said, hammer and anvil. The Astartes drop in on turn 1 and start torching stuff. Specifically, the Sternguard drops in to kill the opponent's highest value hard target - heavy armor, monstrous creatures and the likes. Assault Squad should drop in on turn 1 to get more mileage out of their flamers. Third DP carries either a flamer or melta Tactical, as needed. Pray the Emperor they kill what they need to kill or you're doomed.
At the same time, the IG platoon, Vendetta, and arty provide support from your deploy zone.
If you do this right, your opponent is caught in between a Stubborn IG platoon and three special weapons equipped teams, with the chance of a couple of their teams having been crippled or wiped out on turn 1.
Plasma gunners are my hard counters to heavy infantry, especially termies and/or GKs.
I have troubles, however, deciding where I should deploy Vulkan. If he's with the Guardsmen, he can deter a charge, but that makes my backstabbing Space Marines even more of a target.
Pros:
Aggressive list that puts your opponent on the defensive from turn one.
Lots of concentrated close range firepower.
Cons:
Lack of dedicated close combat units (drooling on a Honor Guard converted from FW Pyroclasts), or at least another dedicated melee character.
DP units are vulnerable -> Consider swapping the Sternguard with an Ironclad? Less killy, tougher.
Vendetta provides barely enough AA capabilities.
Tau gunlines make me cry.
So, after playing mostly Warmachine for a couple of years, I'm in the mood for getting my Salamander chapter back on the table. I don't know much about the current meta, so I went with a pretty standard Imperial hammer-and-anvil list, consisting of:
Primary Detatchment: Combined Arms. Salamander Space Marines.
HQ:
Vulkan He'stan
Elites:
6 men Sternguard Squad w/5 combi-melta, drop pod.
Troops:
6 men Tactical Squad w/flamer, combi-flamer, drop pod.
6 men Tactical Squad w/flamer, combi-flamer, drop pod.
6 men Tactical Squad w/melta, combi-melta, drop pod.
Fast Attack:
6 men Assault Squad w/2 flamers, drop pod w/locator beacon.
Heavy Support:
Thunderfire Cannon
Allied Detatchment. Imperial Guard (yes, I know that's not their name anymore, but you'll catch me dead before I call them Astra Militarum)
HQ:
Company Command Squad w/4 plasma guns, Master of the Fleet, Chimera w/multi-laser, heavy flamer.
- Commissar w/bolt pistol, ccw, attached to Infantry Squad #1
Troops:
Infantry Platoon
- Platoon Command Squad w/3 plasma guns.
- Infantry Squad w/Lascannon.
- Infantry Squad w/Lascannon.
- Infantry Squad w/Lascannon.
Fast Attack:
Vendetta Gunship w/3 TL Lascannons.
Heavy Support:
Wyvern w/Heavy Bolter.
General tactics:
As I said, hammer and anvil. The Astartes drop in on turn 1 and start torching stuff. Specifically, the Sternguard drops in to kill the opponent's highest value hard target - heavy armor, monstrous creatures and the likes. Assault Squad should drop in on turn 1 to get more mileage out of their flamers. Third DP carries either a flamer or melta Tactical, as needed. Pray the Emperor they kill what they need to kill or you're doomed.
At the same time, the IG platoon, Vendetta, and arty provide support from your deploy zone.
If you do this right, your opponent is caught in between a Stubborn IG platoon and three special weapons equipped teams, with the chance of a couple of their teams having been crippled or wiped out on turn 1.
Plasma gunners are my hard counters to heavy infantry, especially termies and/or GKs.
I have troubles, however, deciding where I should deploy Vulkan. If he's with the Guardsmen, he can deter a charge, but that makes my backstabbing Space Marines even more of a target.
Pros:
Aggressive list that puts your opponent on the defensive from turn one.
Lots of concentrated close range firepower.
Cons:
Lack of dedicated close combat units (drooling on a Honor Guard converted from FW Pyroclasts), or at least another dedicated melee character.
DP units are vulnerable -> Consider swapping the Sternguard with an Ironclad? Less killy, tougher.
Vendetta provides barely enough AA capabilities.
Tau gunlines make me cry.