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:
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.
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...
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.
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?
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.
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