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1500pt Space Wolves vs Salamanders


ChainsawDR

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1500 SW vs Salamanders

 

My List:

Rune Priest...

5 GH with PG & Razorback

Wolf Priest with Combi-M & Jump Pack…

10x Skyclaws with PF, Flamer & MoW

Lone Wolf with Power Sword & MB's

9 GH with MG, PW, Rhino, WG with PF with CombiM

9 GH with MG, PW, Rhino, WG with PF with CombiM

Landspeeder with HF & MM

Pred with AC & 2 LCs

5 Long Fangs with 4xML & WG with Boltgun

Whirlwind

Total

 

Salamanders List:

Vulkan

5x Termies with TH & SS

Techmarine with 2 servitors and servo harness

2x 10 man Tactical squads with Melta gun and Rhino

Land Raider Redeemer with Extra Armour

Land Speeder Storm

5x Scouts, 1 PF

Dreadnought

 

Mission was Seize ground, with 4 objectives – we placed one in each table quarter, deployment was table quarters. We rolled off and I won, and decided that as my opponent had no long range weaponry, I’d go first and get an extra turn of shooting at him.

 

I knew his LR with Vulkan and Termies would cause the most damage, but would also soak up the most firepower, so I decided beforehand to try and stay away from them, focus on what can be killed, and then to try and deep strike the LS and to try and blow it up that way, then avoid the footslogging terminators.

 

I setup a rhino on each flank (6” from each board edge) and the razorback in the middle with the intention of pulling back straight away and letting them come to me first - I had the RP & 5man GH squad embarked in the Razorback so my opponent couldn't target them directly if he seized the initiative - otherwise they'd spill out and use Living Lightning whilst the Razorback retreated out of the way. The Long Fangs deployed in ruins with good fields of fire, and the Pred at the back with it’s LOS currently blocked by the razorback but would have good fields of fire once I pulled it back. The lone wolf deployed to one side of the razorback, the skyclaws and WP to the other side.

 

My opponent left a combat squad on his home objective, and had everything else forward with the dred behind a Rhino for cover, and another combat squad to the side.

 

Turn One – Space Wolves:

My opponent steals the initiative!

Turn One – Salamanders

As expected everything flies forward, The razorback is immobilised (blocking the Preds main field of fire) and two skyclaws go down to fire. Rhinos pop smokes.

Turn One – Space Wolves:

Both Rhinos pull back to their board edges – if the terminators want to hit the troops then they are going to have to pick one or the other. Due to the loss of first turn the skyclaws are now too close to the terminator Land Raider. To pull them back is to endanger the long fangs, so I send them towards the Grey Hunter Rhino on the Right Flank as well as the Lone Wolf (there’s a footslogging Tac combat squad, Rhino & Dred on that side of the board.) and my opponent should have to assault through cover to get at them.

 

Pred fires 2 Lascannons and 2 Autocannon shots on the left Rhino, Long Fangs fire two Kraks at the right Rhino and two Kraks at the Dred there. All fail to do anything at all. The Whirlwind fires but scatters harmlessly off the footslogging combat Tac squad, and the twin linked heavy bolter on the Razorback manages to kill one enemy marine (all I got this turn).

I decided not to disembark the RP and small GH squad because they’d surely be eaten by the approaching Terminators in LRR next turn.

 

Turn Two – Salamanders

Land Speeder Storm fails to come on from reserve. Dred fires on Rhino on right flank and explodes it, due to it being a transport the GH’s inside had to take 10 S4 hits, causing 7 wounds, losing 3 men from failed saves. They then roll a 5 and 6 for the pinning test and are pinned.

 

LRR moves 12”, terminators disembark 2” and move 6” towards skyclaws who look just in charge range. Bolter fire from footslogging Tacs reduces skyclaws by two more, and I remove those closest to Terminators. Salamanders need a 6 to reach them across difficult terrain and roll a 6 – resulting combat see’s preferred enemy/oath of war skyclaws kill 1 Terminator, and lose 4 skyclaws, then being fearless and losing combat etc lost another 2 skyclaws to no retreat – leaving only the wolf priest with one wound (I would have preferred that he died so I could have fired on the Terminators next turn)

His other Rhino with combat squad moves to my left, towards my Rhino and into cover.

 

Turn Two – Space Wolves

So far its not looking good, I’ve killed 1 marine and have TH/SS terminators in my midst (who have mastercrafted TH’s!) and a pinned GH squad that is surely going to be killed by the Terminators next turn. I can either send in the Lone Wolf to hopefully help the 1 wound WP keep the terminators in combat for another turn, or attack a combat squad.

 

A Lone Wolf & 1 wound Wolf Priest versus Init 5 Vulkan and 4 Mastercrafted-TH/SS terminators isn’t going to end well, so I decide my best bet is to try and kill his scoring units. The Lone wolf heads to the combat squad on the right, the 10 man GH Rhino on the left heads 12” towards the 5man Rhino and pops smoke.

 

The Land Speeder arrives from reserves and deepstrikes behind the LR so if it scatters it’ll get a shot at the dread, but lands fine.

 

The RP and 5 strong GH squad disembarks from the immobilised Razorback and move away from the Terminators.

 

The LS explodes the LRR! The terminators are now footslogging! The Pred only manages to shake and stun the 5 man Rhino on my left, Living Lightning also does nothing to it, and I miss with all Long Fang krak missiles at the dred and right Rhino. Whirlwind also misses everything.

 

In assault the Vulkan quickly dispatches the Wolf Priest and consolidates closer to my pinned Grey Hunters. The lone wolf kills one marine for no wounds in return, they stay locked in combat.

Turn Three – Salamanders

LSS arrives from reserves, but flank marches on the wrong board edge and comes in near the combat squad guarding his home objective.

 

5 man squad on my left disembarks from Rhino and lines up on my 10 man Rhino. MG explodes the Rhino despite popping smoke, killing 4 GH’s in the S4 explosion – they charge and reduce the GH squad to 3 – who fail to kill anything despite a power weapon GH and PF WG remaining.

 

The LS soaks up fire from the Dred, Techmarine and both the combat squad on his home objective and from the disembarked Rhino on my right (there are two combat squads here now, one firing at the LS and the other in combat with my Lone Wolf). The LS manages to be stunned and shaken, but then is exploded after the techmarine assaults it in CC.

The Terminators charge the pinned Grey Hunters - Vulkan and the Terminators end up wiping out everyone bar the WG with PF (I had prayed he would die too as I can’t shoot the Terminators again whilst they are locked in combat). The Lone Wolf kills 1 marine, takes no wounds – they pass leadership easily and remain locked in combat.

Turn Three – Space Wolves

Not a lot I can do movement wise, the lone remaining WG from the right GH squad is in combat with Terminators, whilst left GH squad is also in combat. There are now two enemy combat squads near the objective on the right – they have to die to have a hope of winning/drawing the game so I split the RP from the 5 GH’s and Living Lightning the LandSpeeder Storm, wrecking it, whilst the 5 GH’s that were attached to the RP target one combat squad on the right but fail to do anything.

 

Whirlwind misses again. Pred wrecks empty Rhino on left as it is all it can see. Long Fangs miss with all 4 ML’s on the Dred and Rhino on the right.

 

In combat Vulkan dispatches the WG and consolidates towards the Long Fangs. The combat squad on my right that isn’t in combat with the Lone Wolf moves onto the objective there, whilst the Dred moves towards the Lone Wolf Combat.

 

The Dred dispatches the LW who doesn’t kill any of the combat squad in return. On my left the now 3 man GH squad (WG and 2 GH with PW) vs 5 man combat squad kill 4 and lose both GH’s - leaving only the Salamander PF and WG PF models standing and locked in combat

 

Turn Four - Salamanders

The now footslogging scouts make their way over to the objective on my left, vulkan and terminators head towards my Long Fangs and the Techmarine embarks the right Rhino and heads over to the Rune Priest.

 

Terminators charge and wipe out all of the Long Fangs but are reduced to 2 Terminators and Vulkan who then consolidate towards the Pred. In a Rocky Balboa/Apollo Creed moment - both last man standing PF’s kill each other (overall the 5 man salamander combat squad with a PF killed my 10 man Grey Hunter, counter charging squad with PF & PW).

 

The Dred explodes the immobile Razorback.

 

Turn Four - Space Wolves

I have one 5 man GH squad with a Plasma gun left, along with the Rune Priest, Pred and Whirlwind. My opponent has 3 scoring combat squads covering two objectives, with a scoring scout squad footslogging over to a third. My only hope is to kill the scouts with the RP, then clear and claim the objective on the right with the GH’s.

 

RP fails to do any wounds with LL, but GH’s reduce one combat squad on right objective to 1 man, who fails leadership and flee’s (there is still hope).

 

Vulkan and Terminators are 6” away from Pred and glaring at it intently, the Pred gunner lines up both Lascannons on them... I roll snake eyes whilst the Pred gunner evacuates his bowels, and the two autocannons harmlessly bounce off the TDA armour.

 

Whirlwind misses the scouts yet again - which would have been S5 with no armour saves or cover.

 

Turn Five - Salamanders

Terminators charge and wreck the Pred (a lesson for the gunner for future games) and consolidate towards my Whirlwind.

The fleeing member sole member of one combat squad returns to the objective, whilst the other combat squad arrives there too. Combined fire from both squads and the Dred wipes out my last GH squad.

 

Techmarine and servitors disembark and fire on RP, reducing him to one wound. Footslogging scouts make it to the objective on my left - giving them 3 objectives to my 0.

 

Turn Five - Space Wolves

Whirlwind HITS! The Techmarine and servitors, killing both servitors. RP charges Techmarine but does no harm and remains locked in combat.

 

Game goes to turn 6 and I have only a Rune Priest and Whirlwind on the table – my opponent respectfully declines my offer to concede and goes to “finish” me Mortal Combat style (I didn't mind this, it was good natured fun).

 

Turn Six - Salamanders

Terminators kill the Whirlwind, whilst the Techmarine slays the Rune Priest. I’ve been completely and utterly annihilated!

Salamanders Win.

 

Post Game thoughts:

 

It wasn't as fun as winning, but I kept a sense of humour during the game and still enjoyed it. I've given it a lot of thought and I think I was just unlucky this game. I lost the initiative, both Rhino’s exploded and turned into death traps for the GH’s inside and also pinned one squad - handing them a death sentence to be executed by the TH terminators. If that hadn’t of happened then both squads should have easily removed 3 of my opponents 4 combat squads that they were moving towards, and then have been able to take out the 4th.

 

The Pred and the Long Fangs had very, very bad games too – the Long Fangs didn’t manage to kill anything I don’t think, whilst the Pred took an age to kill just one Rhino.

 

Perhaps my only real error, if it was even an error, was leaving the skyclaws 6” away from a Termie charge through cover – they made it and wiped them out. Had they not have made it I would have been able to move 12” away from them and leave them with nothing to charge for another turn.

 

The only thing in the game that went well for me was the deep striking land speeder exploding the Land Raider Redeemer, everything else woefully underperformed.

 

Again, when I needed to lose armour saves I passed them – throughout the whole game my opponents Terminators and Vulkan managed to stay locked in combat with 1 of my models in each of my turns – I had only one opportunity to shoot at them all game and that was with the Pred at the end. As they had made it so close to my lines so quickly I wanted to change my game plan and target them with everything that I had - in the end their butchers bill was a Wolf Priest, 10 Skyclaws, 10 GH's, Long Fangs, Predator and Whirlwind - they just rolled right across 1000pts of my 1500pts army and still stood at the end.

 

On another day I’m very confident that my list would tear that army to pieces - there is just so many points tied up in Vulkan, the Termie Assault squad and the Land Raider Redeemer, but this day it was an unlucky day. I’ve only got the Landspeeder and weapons etc to put together and paint, once I’ve done so I’ll post some pics as I’m quite chuffed that I’ve almost finished painting my first 40k army.

 

I have to say the Salamander army has the potential for some really, REALLY good army lists. For those of you who aren’t familiar with him, Vulkan (190) grants rerolling wounds on all flamers and heavy flamers, and makes all meltas and MultiMeltas twin linked, and Mastercrafts all Thunderhammers in the army (each model gets to reroll one failed roll to hit each turn).

 

We talked it over afterwards and discovered that my opponent hadn’t included a Multi Melta (that was FREE) in each Tac squad, and it would been better to give his Land Speeder Storm a Multi Melta and the scouts a combi-flamer rather than extra armour for the LRR... If he wins 1st turn the Storm should be scouted forward, then attack a transport (which will most likely die), then flamer the troops (rerolling to wounds) and then charge them. Flank march is an option if he gets 2nd turn.

 

Next game is against his footslogging Orks in a week or so and I’ll be taking the same list (I could add in flamers but I won't as I’m play testing the list as a tourney army), but I’m looking forward to a rematch against the Salamanders and allow the Wolves to regain their pride back. This army list had floored various Eldar armies 3 times on the trot and was their first loss.

 

So far I'm SERIOUSLY considering removing the Skyclaws and Wolf Priest for a similar Swiftclaw option. They are harder to kill due to the higher toughness and turbo boost 3+ inv. save, and they provide some super fast 24" mobility that would have had a field day against this Salamanders list. For now I'll stick with the Skyclaws (as they're all painted up and I like my converted Jump Pack Wolf Priest model) but I'll definately be working/painting up a swiftclaw group.

 

If you have any suggestions on a good HQ/Swiftclaw setup for 360pts (cost of WP & Skyclaws) then I'd be very pleased to hear it, although any HQ must have a combi-melta option so it can target a transport before assaulting. Although please do not leave any suggestions for TWM/TWC, I know they are good but they don't have the speed or inv 3+ save that I need to complement this list.

 

Thanks, and I hope you enjoyed the BatRep.

I always enjoy batreps, especially ones as detailed as yours. Keep them comming!

 

As far as the extra 360 pts goes, have you considered this squad? Vanilla biker, biker with melta, biker with power weapon, attack bike with multi-melta, wolf guard with bike and powerfist and combi-melta, and wolf priest with bike? Should be 353, leaving exactly enough to upgrade that wolf guard in your long fang squad to another missile launcher long fang. This squad hits much harder against MEQs (though does much worse against Orks than the Skyclaws would), has a much better chance of cracking armor with 3 melta shots, doesn't lose an attack from the combi-melta, benefits from the fact that every model is unique (for wound allocation purposes), and the wolf priest can split off without depriving the bikers of their leash. If you're happy with just one melta shot on a BS4 model, drop the melta from swiftclaw and the multi-melta from the attack bike and give the whole squad meltabombs instead.

Jesus that Vulkan grants a fair few beasty upgrades to an army, especially for only 190 points!!

 

 

Why do you think a majority of marine players and their mother are Salamanders now?

- Twin Linked Flamers and Meltas

- Master Crafted Thunder hammers

- 3+ Save on Character Inv (if I recall), 2+ save Artificer

- Master Crafted Power Weapon

- Heavy Flamer

 

 

As for the BatRep, sounds like you had fun, despite the bad luck.

 

What powers did the Rune Preist have? Never saw a mention of this. I would suggest taking the lighting power. In theory between it and the Fangs you should have disabled those Rhinos quickly.

 

I also think your Fangs could use a pair of Lascannons...that would let you hammer the Raider early. I've always found when playing against Vulcan lists, disabled the raider, the terminators will have to walk, once you have them walking, the rest of the game gets easier. Your anti armor ability is a little wanting.

I don't believe you get a consolidation move after destroying a vehicle in close combat. You just stay put. During the salamanders turn did your friend move 12" with LR and then disembark 2" then move his terminators another 6" before assaulting, or did he do his 6" assault. If he moved his terminators 6" then assaulted he cheated.

 

Hopefully your next game will go better. You might want to try a vindicator. next game.

@wildfire:

Thanks - I'll try and get my army finished so I can have good pics to put up in future as well. I had completely discounted the WG due to his high cost, but you pointed out the benefits of not losing an attack with the Combi-M, and helping to keep the young pups in check should the WP leave or die.

I probably won't go for that exact list, but maybe something like this:

WP with Bike

WG with PF & Combi-M

Swiftclaw with PW

3 regular Swiftclaws

1 Attack Bike with HB

... but I'll keep tweaking. Thanks for the tips!

@styx:

He had Living Lightning and Murderous Hurricane. My evil plan was to murderous hurricane the Terminators so they had to Difficult terrain move. Unfortunately they always managed to stay locked in combat with 1 model so I couldn't fire upon them - very frustrating!!!

I did use living lightning though 2 or 3 times, passed the psychic test but it never managed to kill or damage anything all game - really bad dice.

Regarding Lascannons - I prefer to keep them on a Pred - I had hoped to disable both Rhino's then use both the Lascannons on the Raider but alas my opponent stole the initiative and blocked my Pred's LOS to it - never moved because I never finished trying to blow up the Rhinos!

I'd politely disagree with the "Your anti armor ability is a little wanting." comment. The Army has 2 Lascannons, 1 Autocannon, 4 Missile Launchers, Whirlwind (2d6 penetration I heard somewhere?), a Multi Melta, 2 Meltaguns, 3 Combi-Meltas, Living Lightning, 3 Power Fists and Meltabombs on the Lone Wolf - in fact every unit in the army has the ability to deal with MEQ - 9 can Penetrate AV14.

@rahl02:

You know what, for the life of me I can't remember. I know he had to roll through difficult terrain on the charge... no I remember asking if he had to roll for terrain as he was disembarking (I'm still learning the rules fully and was confused between difficult and dangerous) into difficult terrain - he then assaulted - so no it was a fair move.

I've already got a Vindi painted up...

med_gallery_42486_3954_175705.jpg

...which I really like but alas I can't find room in this list - maybe when I expand the army to 2000 I will do, but for now it doesn't fit in with everything else. I usually like to move forward really fast whilst blasting away from the back, so the enemy has to deal with the Heavies causing damage or the GH's in their face. I wouldn't feel comfortable firing over pie plates of death near where my men are.

I can see how it would certainly have been useful in this last game though!

Thanks for all the feedback, glad you liked the Rep

enjoyed the read friend, vulkan is indeed a monster of a support giver, i believe he has a master crafted relic blade and that build in hand heavy flamer, though which is even more scary. kinda makes me wish logan had something like that for the whole army to benifit with.

You said:

I'd politely disagree with the "Your anti armor ability is a little wanting." comment. The Army has 2 Lascannons, 1 Autocannon, 4 Missile Launchers, Whirlwind (2d6 penetration I heard somewhere?), a Multi Melta, 2 Meltaguns, 3 Combi-Meltas, Living Lightning, 3 Power Fists and Meltabombs on the Lone Wolf - in fact every unit in the army has the ability to deal with MEQ - 9 can Penetrate AV14.

 

Well, that could be some bad wording on my part. Allow me to explain.

 

Your fine against "light to medium" armor. Heavy armor is a concern. At range, really your Lascannons (both are on a single Predator, thus all your eggs are in one basket). As you discovered, one good shot, took out your lascannons and reduced your most serious anti armor capability in a few dice rolls leaving you only a STR 8 at range to take him on. Which is why I suggest putting 2 lascannons in the Fangs and 3 missile launchers, allows split fire and works better. I have found a wolf preist with lighting also makes a nice add on...I've hammered many things with this combo.

 

Also, no a Whirlwind does not have the Ordance option.

 

Now looking at the rest of the list, so your missiles could stop the rhinos and at best glance a LR (at rather poor odds). This leaves your multi melta then becomes a focus to be agressive. He landed well, dice was with you, it worked. Still, another turn of bad reserves could have put a serious hurt on you or a bad scatter at that.

 

At this point, you have some power fists, STR 8...again not great popping odds vs a LR. Leaving meltas. Now, at this point, if your in range, he's in range to use his squad, odds are he will get closer to you faster than you can get those meltas in range to stop him. From my reading, once he got into your lines he was like "white on rice" at an oriental buffet and he was hungry.

 

If this guy had a double raider list this could have been even more painful for you.

 

I like the freehand work on the Vndicator also.

That's actually a pretty weak Sallies list. No Attack bikes or Melta Speeders. No podding Dreads. Bunch of random units that don't really do a lot.

 

You should have been able to take out the Redeemer sharpish then work your way through the troops choices. I would certainly recommend the 6 Long Fangs pack with 3 ML and 2 LC if you are going to take Fangs. The predator is ok, but as someone mentioned, Vindicators are better equipped to do the nasty work at the sort of range Wolves operate.

 

Playing Salamanders is like a time attack trial. You have to work your way through the target priority list before they get to within Melta range.

@styx:

Thanks for clarifying. I would agree, I do lack anti-Heavy armour at long range - but it's a trade off that I'm willing to take in a tourney/all comers list.

 

If I knew I would be facing Salamanders and only Salamanders then I'd tailor the list to them, remove the Whirlwind and probably add a second Pred, but I could also have been facing 1500pts of footslogging orks with no vehicles - well over 100 models.

 

Running short range melta and ML's together does have disadvantages - especially against Land Raiders, but together they cover the spectrum of light to heavy tanks and horde, whereas Lascannon's only deal with light to heavy tanks, and fewer light tanks at that - against Orks those two Lascannons could never hope to earn their points back in 10 turns.

 

Completely agree with Living Lightning - in all games bar this one it has been awesome at popping Rhinos, Wave Serpents and killing troops.

 

At 1500pts I'd be pleasantly surprised to see two Raiders facing me... well thats a lie - I'd be nervy as hell but thats a lot of points tied up in those two units alone.

 

I've reflected alot after this game and Swiftclaws would have been a much better option than Skyclaws - I could have turbo boosted them so the LR could never have hoped to get into charge range, and targeted the rest of his army with them. I've just bought some bikes and they'll replace the skyclaws as soon as they are painted.

 

Thanks for the C&C

 

@SamaNagol:

I played two games with my Vindi, the first it kept scattering but earnt its points back - the second it suffered a glancing hit and lost its only gun on the first turn - it... was... heartbreaking! Until I'm at a points level where its not the end of the world I'm leaving it on the bench.

 

Yeah his list could have been far, far nastier - I think he's adding a Drop Podding Dred to his list now, and is including the MM's in the squads that he somehow overlooked.

 

Playing Salamanders is like a time attack trial. You have to work your way through the target priority list before they get to within Melta range.

 

Spot on! Couldn't agree with you more - normally I charge forward bubt against Salamanders I stayed back to shoot them up first, but I was dismayed when the smoke cleared on turn 1 and all I'd dropped was 1 single marine from 2 Lascannon shots, 2 auto cannon shots, 4 ML shots, 3 HB shots, a Whirlwind shot and Living Lightning.

 

That's two people now who have recommended LC's in the Long Fangs - I thought popular opinion was against them?

 

Thanks for the C&C

3 MLs and 2 LCs makes the most use out of their Split Fire against 'all-comers' imo.

 

Personally I would take a Vindi over a Whirlwind for 2 reasons. The first is that it can decimate anything the pie plate lands on. Secondly it acts as a giant fire magnet. So rather than looking at what it killed, also look at what else in ur list was able to avoid being shot because of the Vindicator threat.

That's two people now who have recommended LC's in the Long Fangs - I thought popular opinion was against them?

 

It can be a tricky pt investment. Its good to have the LC if that's gonna be your primary tank buster, but the Long fangs are also vulnerable and you could loose pts. But, the 2 LC/3MC split is fairly decent and not too harsh on your overall pts, and generally allows you to be more flexible. Just make sure to help them get their pts back, tis all. A runepriest with em really helps, and I also love living lightning for tank/light armour popping shenanigans.

 

On another note, how do you find the performance of your lone wolf? I am thinking of trying one out.

 

And bikes will serve you very well. They are a great strategic unit.

3 MLs and 2 LCs makes the most use out of their Split Fire against 'all-comers' imo.

 

I'll definately give it some more thought, I may have dismissed it to soon.

 

I've mentioned on another post before how I like to keep the Rune Priest seperate from my long fangs as it reduces the number of vehicles that can potentially be popped - i.e. 2 ML at one target, 2 ML at another - if either fail the RP targets that one. But on good dice days the RP has a chance at popping a third. Ablative wounds for the RP is one reason why I have a smaller 5 man GH unit that he sticks with (the other reason is to hold objectives).

 

On another note, how do you find the performance of your lone wolf? I am thinking of trying one out.

 

So far he's been quite good as a speedbump and ties up units without PF's well - but dies quickly to them as it bypasses Feel No Pain. My plan is to get him into combat at the same time as a pack of GH's, to help them out - he's footslogging normally but will pinch the Razorback in objective games.

 

Lots of people are going to TDA, TH & SS and I've been thinking about doing the same. At the moment he's good though - and for value for money he can't be beaten - 40pts is a steal for what you get.

 

Cheers

Lots of people are going to TDA, TH & SS and I've been thinking about doing the same. At the moment he's good though - and for value for money he can't be beaten - 40pts is a steal for what you get.

 

Agreed. I was thinking of trying him out with MoTW, see how it goes (if play 13th company, so its for fluff fun). The TH/SS isn't a bad idea, and neither is giving him 2 wolves. Although, at 40pts, its a killer steal indeed.

When your main gun gets blown off a Vindicator, you default to ramming. People think once a Vindi has lost the main weapon that people don't think about being able to ram again. Me, I do it all the time with things. With IG I was a happy case when it came to ramming, oh now my tank is shaken...RAM...*bang* It's usually yeilded me some good results.

@styx:

 

Ok, you've convinced me - the Vindicator is going in! Had to rejig my list...

 

Rune Priest...

5 GH with PG & Razorback

Wolf Priest with Bike (Power Weapon)

4 Swift Claws + 1x HB AB, PW & WG with Bike, PF & CombiM

Iron Priest with 3 Thrall-Servitors

9 GH with MG, PW, Rhino, WG with PF with CombiM

9 GH with MG, PW, Rhino, WG with PF with CombiM

Pred with AC & 2 LCs

6 Long Fangs with 4xML & 1x HB

Vindicator

Total

 

Changes:

 

WG in the LF's is gone, and there's now an extra long fang with HB - only 2 points more and can contribute alot more.

 

Skyclaws are out and Swiftclaws in - these guys should be awesome!

 

Whirlwind & Landspeeder had to come out to make room for the Vindi - which can drop pie plates on troops or tanks. You got me thinking about the Vindi, and the downside of the Whirlwind is it hides and fires an ordance barrage which scatters fully 2d6 - for 30pts more I definately think its worth it - and I didn't realise about the 2D6 - that Land Raider is going down next game!

 

I decided that I needed a Thunderhammer at the back to take out any podding dreds, and also one in the army to tackle MC's - so I've taken out the Lone Wolf and added an Iron Priest and Thralls. He could stay back and guard/repair the Vindi and Pred, or if the enemies army gives no real "he's behind you threats"... can even jump in the Razorback and charge the enemy (something a TDA Lone Wolf couldn't do), leaving my RP squad living lightning away from the back. Just gives a little more options than the Lone Wolf did I think.

 

Dreds hit at I4 so I needed the thralls to save him from dieing before striking back - on paper he's a tough cookie with 4 S8 attacks on the charge, with 3 more S6 attacks from the thralls. Hopefully this'll be a nice little close combat squad.

 

Was a shame to lose the Landspeeder after it did so well in the last game, but 70pts on AV10 does worry me - hopefully the speed of the Swiftclaws will make up for what I've lost.

 

Thanks for the advice. C&C on the new list is welcome.

Let us know how the Iron Priest does. I've said for some time that he's a great potential unit, with the single huge failing that he has no transport option. I was really hoping it was an oversight, and that he'd get one in the FAQ. I'm not sure that he'll do particularily well having to steal someone elses.

 

I love vindi's, myself. The thing to realize is that 90% of the time they're going to die early. But that's ok, because it lets your transports close while they're filling the vindi full of holes. That's a vindi's real job, distraction.

Let us know how the Iron Priest does. I've said for some time that he's a great potential unit, with the single huge failing that he has no transport option. I was really hoping it was an oversight, and that he'd get one in the FAQ. I'm not sure that he'll do particularily well having to steal someone elses.

 

Well I used to be a big fan of the Iron priest on a TWM with 2 Cyber wolves, however it was pricey and as GW haven't given us decent TWM models I abandoned him with great regret.

 

I'm hoping that the 5 Grey hunters and Rune Priest can "share" their Razorback with the Iron Priest on most occassions. The only real need to have the RP in the razorback is to fly him forward to counter enemy psykers such as Eldrad - for any games with an objective they'll be sitting on one so they won't need the razorback and the Iron Priest can have it.

 

In the games when everything needs to go forward then the IP can run behind and repair any vehicles that get immobilised. On paper it seems to work but I'll let you know how I get on. I need to get myself some servitors before Tuesday and hope my order of bikes arrives - if so I'll let you know how the list gets on.

 

Cheers

 

ChainsawDR

I'm 50/50 on iron priests at the moment, but if I did field one he'd pretty much alwasy be on a bike/TWM. As much as I advocated the Iron Priest on TWM, having done the points comparison, it is far better to spend the 160-odd points for him on two tooled up Lone Wolves in TDA (one chain fist & strom shield, the other storm shield, storm bolter, melta bombs adn MotW for rending :cuss ); they are two models, 4 times as many wounds, twice as many attacks and can have invul save with SS and are much more survivable. The iron priest only needs one luucky shot or bad dice roll and the whole unit goes (if he has wolves/thralls). Still, I would like to try a TWM iron priest anyway lol.

if he could join/be tagged onto another squad then I'd take the IP on a bike in a heartbeat - but my understanding of it is he's on his own on a bike, and any thralls/wolves will only slow him down.

 

On TWM he did well - if the model was easy to convert he'd still be there. Best moment I've had in 40k was my Iron Priest TWM with 4 cyber wolves making a 24" charge to completely destroy a unit of striking scorpions & exarch - he saved the life of Rune Priest Kelvig. In fact....*shuffles around the desk*.... here's the BatRep with it included...

 

http://www.bolterandchainsword.com/index.p...=183543&hl=

 

[i say 20" there but I'm sure it was 24" - at least thats how I tell the story now :)]

 

In further games against the same opponent he died relatively early on as he got a lot of attention. Still, I'll always have a list with him in it

Jesus that Vulkan grants a fair few beasty upgrades to an army, especially for only 190 points!!

 

 

Why do you think a majority of marine players and their mother are Salamanders now?

- Twin Linked Flamers and Meltas

- Master Crafted Thunder hammers

- 3+ Save on Character Inv (if I recall), 2+ save Artificer

- Master Crafted Power Weapon

- Heavy Flamer

 

 

As for the BatRep, sounds like you had fun, despite the bad luck.

 

What powers did the Rune Preist have? Never saw a mention of this. I would suggest taking the lighting power. In theory between it and the Fangs you should have disabled those Rhinos quickly.

 

I also think your Fangs could use a pair of Lascannons...that would let you hammer the Raider early. I've always found when playing against Vulcan lists, disabled the raider, the terminators will have to walk, once you have them walking, the rest of the game gets easier. Your anti armor ability is a little wanting.

vulkan has a relic blade that is master crafted.

a little off topic , does the twin link work on the flame storm canons ?

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