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Author Topic: Salamanders Revamped  (Read 1479 times)

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Offline Aislinn

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Salamanders Revamped
« on: July 3, 2011, 06:02:01 PM »
I am almost finished painting my Salamanders.  I found I am missing a few guys, so I gotta get a tactical squad or something.  but here is what I got so far:

  HQ-Force Commander with a Jump pack, Purity Seals, Power Fist, and Master crafted Plasma pistol (drop pod)

  2x Troops-8 Space Marines w/a sergeant and flamethrower (Drop Pod)

  Elite-Dreadnought w/Inferno Cannon, Heavy Flamer, and extra armour. (drop pod)

I am planning on getting some more marines to make a devastator squad and that will be the next thing I get for this list.  any ideas or suggestions?  comments are welcome :)
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Offline Unleash Mayhem

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Re: Salamanders Revamped
« Reply #1 on: July 3, 2011, 06:35:25 PM »
Hang on, have you got the 5th codex?

Offline Malfush

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Re: Salamanders Revamped
« Reply #2 on: July 3, 2011, 06:57:46 PM »
  HQ-Force Commander with a Jump pack, Purity Seals, Power Fist, and Master crafted Plasma pistol (drop pod)

  2x Troops-8 Space Marines w/a sergeant and flamethrower (Drop Pod)

  Elite-Dreadnought w/Inferno Cannon, Heavy Flamer, and extra armour. (drop pod)


Illegal. Unless your group is alright letting you use the 4th Ed codex, this is illegal. Time to upgrade, you're about 4ish years out of date.

Offline Aislinn

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Re: Salamanders Revamped
« Reply #3 on: July 3, 2011, 07:31:11 PM »
wait what is illegal about it?  I read through the 5th ed codex a few times.  but what is wrong with it?
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Offline Malfush

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Re: Salamanders Revamped
« Reply #4 on: July 3, 2011, 07:42:40 PM »
My responses in bold

  HQ-Force Commander with a Jump pack, Purity Seals, Power Fist, and Master crafted Plasma pistol (drop pod)
No such thing anymore as purity seals, or master crafted weapons

  2x Troops-8 Space Marines w/a sergeant and flamethrower (Drop Pod)
Need 10 men for special weapons

  Elite-Dreadnought w/Inferno Cannon, Heavy Flamer, and extra armour. (drop pod)
Not legal in the Codex

Fixed so people wouldn't get anal.
« Last Edit: July 3, 2011, 07:50:33 PM by Malfush »


Offline Malfush

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Re: Salamanders Revamped
« Reply #6 on: July 3, 2011, 07:49:56 PM »
http://www.forgeworld.co.uk/Warhammer-40000/Space_Marines/Space-Marine-Dreadnoughts/MK-IV-DREADNOUGHT-INFERNO-CANNON-RIGHT-ARM.html

there are rules for the inferno cannon that are legal ;)

Yes, but not straight out of the Space Marine codex. You could argue that purity seals are "legal" too, because almost every Marine model has them.

Offline Aislinn

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Re: Salamanders Revamped
« Reply #7 on: July 3, 2011, 07:51:46 PM »
@malfush:  ok.  thanks for the clearup on the commander.  and as far as troops go, they may be illegal, but i literally only have thirteen marines, so i added some fictionally.  and i can drop the flamers from the squads til I can get ten.  And the dreadnought is going to have that gun, but i can always count it as something else if need be.

@Black Dahlia:  thanks for the rules link!! i needed that actually for the points value
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Offline The Black Dahlia Murder

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Re: Salamanders Revamped
« Reply #8 on: July 3, 2011, 07:52:18 PM »
Not from the GW codex but in friendly/gaming club battles you can use them. I just don't remember where the rules are in which book. There are no rules anywhere for purity seals in any of the new SM codexs (that I know of, maybe Dark Angels?)

Offline Malfush

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Re: Salamanders Revamped
« Reply #9 on: July 3, 2011, 07:54:59 PM »
There are still Crusader Seals though. You know, those seals who swim in the ocean, all armored up, ready to fight the Space Sharks? Those Crusader Seals.  :P

Offline Aislinn

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Re: Salamanders Revamped
« Reply #10 on: July 3, 2011, 08:09:44 PM »
ok guys.  so here is the more legal list i have:

HQ-Commander with jump pack, plasma pistol, and power fist (deep striking)

Troops-2x 8 tactical marines with sergreant

Elite-Dreadnought with MKV inferno cannon and Heavy flamer and extra armour
  "Their song shall die first!"

Offline Unleash Mayhem

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Re: Salamanders Revamped
« Reply #11 on: July 4, 2011, 07:48:05 AM »
If you are going Sallies, you might consider Vulkan He'stan to make them more fluffy.

Offline Aislinn

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Re: Salamanders Revamped
« Reply #12 on: July 5, 2011, 03:18:42 AM »
I tried a game today with this List and it worked really well.  so I will probably build off of it: 

Vulkan He'Stan (Drop Pod)

10 Marines with Flamer and Multimelta, and sergeant (in Rhino)
10 Marines with Flamer and Multimelta, and sergeant (in Rhino)

Dreadnought with Hellstorm Cannon and Heavy Flamer (in Lucius Pattern Drop pod)

Devastator Squad with 2 Lascannons and 2 Rocket launchers

this list is about 815 pts.

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Offline Unleash Mayhem

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Re: Salamanders Revamped
« Reply #13 on: July 5, 2011, 03:24:31 AM »
He'stan can't take his own transport :/

EDIT: May be a good idea to eventually have 4 of the same heavy weapon in that Dev squad. They tend not to function well when their weapons have different roels.
« Last Edit: July 5, 2011, 03:43:26 AM by Unleash Mayhem »

Offline Aislinn

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Re: Salamanders Revamped
« Reply #14 on: July 5, 2011, 04:06:26 AM »
ok well Hestan will eventually join some other unit, maybe another tactical squad if I get another.  and I kinda do hate rocket launchers now, but that is all I got.  I will probably get some muultimelta marines and put them in a transport, or walk them across the board to a suitable firing  position.  but I really wanna get some termies with Thunder Hammers.
  "Their song shall die first!"

 


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