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D-Company Forum > Index Astartes > Space Marines > Rethinking salamanders


Rethinking salamanders
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crterry
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 Posted: Thu Jul 17th, 2008 03:55 am

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Looking at the rulebook's mock battle lat night, the marine army list is making me think a few things over.


First, they have ten man tac squads with a flamer/missle launcher in there at substanitally lower points than we had been discussing a short time ago.

---It looks like you can take the squad and add a powerfist and stay right around 200 points.

They list rhino's at 35 points (ala codex DA).

---I was thinking I might keep mine at 50 points by adding an HK (as they do to one) to each rhino, or running them as razorbacks.

Scouts seemed expensive in the list they ran.

----------------------------------------------------------------------------------------

I'm thinking my salamander list is going to look something like this:

Special Character

Terminators (shooty)
Terminators (thunderhammer/storm shield)
Dreadnaught or vets with special/combi weapons in rhino

Tac squad flamer/mm in rhino
Tac squad melta/missle launcher with razorback
Tac squad flamer/hb or mm with razorback
Scouts 4 sniper+ ML/5 CCW/BP
Scouts 4 sniper+ML/ 5 Shotguns

Predator D
Predator A
Either: 10 man devastator with 4 ml or 4 mm
or Whirlwind













Wolf Man
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 Posted: Thu Jul 17th, 2008 02:51 pm

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crterry wrote: Scouts seemed expensive in the list they ran.


But not so expensive that you wouldn't want to field two full squads of 'em, right? ;)

crterry
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 Posted: Thu Jul 17th, 2008 07:19 pm

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    I just think they appear to be so flexible, especially if you can make two units into four. Plus two-in -cover heavy weapons can't be bad.

I'd love it if regular marines get the s4 shotgun rounds that the DA get. I'd be running plenty of scouts with "shotties" as part of the flanker crews.

6" move + 18inch assault 2 weapon? That's better than a tac guy.


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