Monday, 13 April 2009

Salamanders Battle Company: The List

Hi folks!

I've begun the long road towards collecting the Salamanders Battle Company by setting out a list of what squads I need and how they will be equipped. I chose what will hopefully be a range of useful loadouts, giving me plenty to chose from and yet keeping each squad focused. Here is the list:


Captain 155pts

Thunder Hammer, Combi-flamer, Artificer Armour, Digital Weapons


Chaplain 140pts

Combi-flamer, Jump Pack, Digital Weapons


Command Squad 190pts

3 Veterans, Apothecary, Company Champion, Company Standard, Thunder Hammer, Flamer, Meltagun


Tactical Squad 175pts

10 Marines, Meltagun, Multi-melta


Tactical Squad 175pts

10 Marines, Meltagun, Multi-melta


Tactical Squad 170pts

10 Marines, Flamer, Missile Launcher


Tactical Squad 170pts

10 Marines, Flamer, Missile Launcher


Tactical Squad 170pts

10 Marines, Flamer, Heavy Bolter


Tactical Squad 185pts

10 Marines, Plasma Gun, Plasma Cannon


Tactical Squad 185pts

10 Marines, Plasma Gun, Plasma Cannon


Assault Squad 255pts

10 Marines, 2x Flamer, Thunder Hammer, Storm Shield


Assault Squad 250pts

10 Marines, 2x Plasma Pistol, Power Fist, Storm Shield


Devastator Squad 270pts

10 Marines, 2x Heavy Bolter, 2x Lascannon


Devastator Squad 230pts

10 Marines, 2x Missile Launcher, 2x Heavy Bolter


Devastator Squad 270pts

10 Marines, 2x Multi-melta, 2x Lascannon


Total: 3000pts

(+ 10x Rhino w/ Storm Bolter, Razorback w/ Twin-linked Assault Cannon, Storm Bolter & Extra Armour +550pts)




All wrapped up at a good, rounded points value. The vehicles will come at a much later date, due to the cost of both them and the Forge World doors I always give them.

How does the list look? Is there anything that jumps out as being wrong with it?

5 comments:

eriochrome said...

I would look for a way to squeeze the points down so you can get at least 4 rhinos and a razorback into the 3K. I most of the big Apoc games I have played used about 3K as the single player limit to keep the pace of the game above incredably slow.

You really need those transports to help with the timed deployment and mobility in the game.

I would look at digital weapons, storm shields, maybe even the chaplain to squeeze those points.

Actually you have more than 100 marines so to be fluffy start with the 6 tac, 2 assault, 2 devastator and transports.

Siph_Horridus said...

I'd agree, drop one Dev squad and change the load out in the remaining two. What purpose do you see for them, if long range - lose the MM, if anti vehicle lose the HB, if all rounder have more ML for the Krak or Frag option? Battle Company is 10 ten man squads plus transport and command.
Wicked project tho. Looking forward to the progress reports...

eek said...

Thanks for the input guys!

Unfortunately I can't drop squads to fit in some transports - Salamanders Battle Companies have an additional Tactical and Devastator squad as standard. On the other hand, and I perhaps should have mentioned this in the post, we normally play Apoc games of 4k and up, usually two 2k armies vs my IG! :D So I'll be able to fully kit them out with transports eventually, but until then I'll make use of my LRR to strike into enemy territory.

@ Siph: The mixed loadouts are there because I tend to combat squad my devs. It prevents me from wasting too many shots to overkill a unit, and lets me shoot the extras elsewhere. I was going for one anti-infantry (HB & ML), one anti-tank (MM & LC) and one mixed squad.

RonSaikowski said...

3K, that's erfect for Apoc isn't it?
The only reason I know that is because I'm looking through the book now to see what the rules are like.

So you're going to field the whole thing in a big game huh?

eek said...

Once they're done, yes. I've got a long road ahead of me, but by the time I'm done all our upcoming events at the club should be finished, leaving time for a big game.