Friday, June 19, 2009

Evolution of a List: Space Marine 2000 Pts (Salamanders)

Here are the 1000 pt, 1500 pt, and 1750/1850 points posts

Okay, its been a while but here is the next part in the current evolution. A 2000 pt Spacemarine list, specifically, the Salamanders.

HQForgefather Vulkan He’stan: 190
TroopsTactical Squad (10): 235- Sergeant, bp & chainsword; Melta Gun; Lascannon; Rhino, Extra Armour
TroopsTactical Squad (10): 225- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino, Extra Armour
TroopsTactical Squad (10): 225- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino, Extra Armour
TroopsScout Squad (5): 75- 5 x Sniper Rifles
ElitesStern Guard Veteran Squad (5): 185- 2 x Melta Gun; Rhino, Extra Armour
Heavy SupportWhirlwind: 85
Fast AttackVanguard Assault Squad (10): 370- Jump Packs; Thunder Hammer and Storm Shield
Fast AttackLand Speeder Squadron (3): 210- 3 x Heavy Flamers, 3 x Multi-Meltas
ElitesTerminator Assault Squad (5): 200- Thunder Hammers and Storm Shields

Pts: 2000 Scoring Units: 4-7 KPs: 10, 17 ('ard Boyz)

Hobby Notes:
The Sternguard Razorback is downgraded back to a rhino. Simple swap of turret for hatch, so be able to do that.

Evolution:
Inclusion of scouts/infiltrators(the scouts), pinning weapon and heavy shock troops(the Terminators)

Tactics
Well much of it is the same as the old posts (linked at the top of this posts) but now you have 2 new units to play with.

For the scouts, they all have sniper rifles. If you can infiltrate them into an objective, then go for it. They will be most usefull there. They are decent fire support and wound on a 4+ automatically. Pinning should also slow your enemy down. For a mere 75 points, they are a good scoring unit, just keep them there. If they can't get to an objective, as least get them where they have cover but the greatest feild of fire.

The Terminators will hurt. 2+ Armour saves and 3+ invulnerable save are brutal. Especially when each has 2 S8 power weapon attacks that can stun and give crew shaken to any vehicle in addition to normal damage (see pg 42 main rulebook for thunderhammer full rules). And since you have Vulkan, all those attacks are master crafted.
A great way to use these guys is as a fire magnet as well. People are going to fear them, so they shoot them. BUT these guys can absorb alot of fire and still come out strong. They still do die though, so don't be reckless. Use them in this role only when you know there is no other choice. If your in turn 5 and it is either them getting shot at or that tactical squad that you need to sieze an objective, make the Terminators the bait.
And remember, they can teleport, so deep striking is an option. If there is an objective out of reach, or a unit that just must die, you can drop these guys in next to them. They are tough enough that they should survive a turn of being pounded with shooting relatively intact. Then they just march forwars and contest the objective/eliminate the opposition (and quite often, both).

Well, there is the 2000 point list. Leave any comments you may have.