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2500 'Ard Boys Salamanders
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Old 05 Sep 2008, 08:33   #1 (permalink)
Kroot Shaper
 
Join Date: Jun 2007
Posts: 48
Default 2500 'Ard Boys Salamanders

Posted this on B&C and I am getting no feedback so I figured I would try here as well.

Ok here is the list that I have come up with for the 'Ard Boys tournament that is coming up soon. I am mostly utilizing all of the models in my collection to make this list and I am also banking on being able to pick up black reach before the tourney. Anyway I just wanted you guys to take a look and let me know where you think this list might be weak and what I might want to do to improve it.

2500pt 'Ard Boys Salamanders
Cleanse and Purify
We Stand Alone

HQ
----------------
Chaplain - Master of Sanctity - 145
--Term Honors, Jump Pack, BP, Frags, Melta Bombs, Bionics (bombs and bionics are there just to burn extra points)

Librarian - Epistolary - 166
--Term Honors, BP, Familiar, Combat Shield, Might of Heros, Storm of the Emperor's Wrath


ELITES
----------------
Veteran Squad - 5 Marines - 115
--Lascannon, Plasma Gun, Tank Hunters

Veteran Squad - 5 Marines - 115
--Lascannon, Plasma Gun, Tank Hunters

Dreadnought - 123
--Multi Melta, Extra Armor, Smoke

TROOPS
----------------
Tactical Squad I - 10 Marines - 200
--Sgt. w/ Term Honors, PF, BP (will switch to bolter if I get time before the tournament)
--Flamer, Meltagun
---------Rhino - 58
-----------Extra Armor, Smoke

Tactical Squad II - 10 Marines - 200
--Sgt. w/ Term Honors, PF, BP (will switch to bolter if I get time before the tournament)
--Flamer, Meltagun
---------Rhino - 58
-----------Extra Armor, Smoke

Tactical Squad III - 10 Marines - 200
--Sgt. w/ Term Honors, PF, BP (will switch to bolter if I get time before the tournament)
--Flamer, Meltagun
---------Riding in Land Raider Crusader

Tactical Squad IV - 5 Marines - 85
--Sgt. w/ BP/CCW
--Missile Launcher

Tactical Squad V - 5 Marines - 85
--Sgt. w/ BP/CCW
--Missile Launcher

Scout Squad - 5 Scouts - 90
--Heavy Bolter, 4 Sniper Rifles

FAST ATTACK
----------------
Bike Squadron - 3 Bikes, 1 Attack Bike - 181
--Meltagun, Plasma Gun
--Attack Bike w/ Multi Melta

Assault Squad - 8 Marines - 216
--Sgt w/ Term Honors, PF, BP
--2 Plasma Pistols

HEAVY SUPPORT
----------------
Land Raider Crusader - 268
--Smoke

Devastator Squad - 8 Marines - 190
--2 Missile Launchers, 2 Heavy Bolters

--------------------------
TOTAL:2497

Model Count
73 Marine Models
5 Scout models
1 Dreadnought
1 Land Raider
2 Rhinos

Power Fists: 4
Flamers: 3
Melta Weapons: 7
Plasma Weapons: 5
Lascannons: 2
Missile Launchers: 4
Heavy Bolters: 3
Sniper Rifles: 4

--------------------------------
Plan is to put Tactical squad 3 and librarian in to the LRC and have it drive right up the middle while flanked by the rhinos. I would get close enough to unload and rapid fire with all three squads as the librarian blasts away with storm. Vet tank hunters will hug the table edge on opposite ends of the table so that tanks can hide from only one at a time. Bikes will serve as mobile tank hunters/Terminator Hunters. Assault Squad w/ Chappy will tie up shooty squads. The 5 man tacticals are meant to be cheap objective holders that can serve as anti-light/med armor or infantry hunters. Scouts will sit in cover near an objective and provide anti-infantry/anti-MC fire and hopefully a distraction. Devs will sit near deployment zone and provide anti-tank or anti-infantry as needed. Dread will head up front and wreak havoc in the enemy deployment zone.

**I trying to make this a fluffy, yet competitive all comers list. If anyone has any suggestions as to what to switch around it would be much appreciated. I have the money to purchase pretty much anything before the tournament so please feel free to suggest anything.

Thanks in advance,

Lord Bovine
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Old 05 Sep 2008, 18:41   #2 (permalink)
Shas'Saal
 
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Default Re: 2500 'Ard Boys Salamanders

Well, disregarding the fluffy tac squads, I can't really see any problems with this list, although just one reccomendation- four missile launchers instead of two and two heavy bolters for the Devastators-since they can't split fire, one lot of weapons will always be wasted. Four MLs, and you can always choose between frag and krak
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Old 05 Sep 2008, 19:29   #3 (permalink)
Kroot Shaper
 
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Default Re: 2500 'Ard Boys Salamanders

Quote:
Originally Posted by Eighty
Well, disregarding the fluffy tac squads...
Care to comment?
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Old 05 Sep 2008, 23:10   #4 (permalink)
Shas'Saal
 
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Default Re: 2500 'Ard Boys Salamanders

Basically, fluffy as hell, but not the best set-up tactics wise-at the very least, squads 4 and 5 might as well have an extra bolter for their sergeants, while the actual number of marines in each squad could be excessive-lose a rhino or two at the start, and you could be looking at up to 400 points of short range goodness foot slogging across the table. Still, I like where you're going with it all, and it seems that when the new codex comes out, combat squadding will be quite a boon, as both 'combat squads' should be able to be in the rhino at the same time (I *think*)-nice little bus service going )

80
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Old 06 Sep 2008, 00:08   #5 (permalink)
Shas'El
 
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Default Re: 2500 'Ard Boys Salamanders

Quote:
Originally Posted by Eighty
Basically, fluffy as hell, but not the best set-up tactics wise-at the very least, squads 4 and 5 might as well have an extra bolter for their sergeants, while the actual number of marines in each squad could be excessive-lose a rhino or two at the start, and you could be looking at up to 400 points of short range goodness foot slogging across the table. Still, I like where you're going with it all, and it seems that when the new codex comes out, combat squadding will be quite a boon, as both 'combat squads' should be able to be in the rhino at the same time (I *think*)-nice little bus service going )

80
No, they should not, as they count as two different units for all accounts. For instance, if the assualt marines use combat squads and try to deep strike, they would do so as 2 different units.

And due, after you do the ML thing, you'll have a dang awesome list.
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