Salamander Space Marine Gladius

Salamander Gladius (1850pts)

Core (1605pts)
Battle Demi Company (820pts)

  • Vulkan He’stan
  • Assault Squad [2x Flamer, 4x Space Marines], Razorback [Twin-linked Heavy Flamer], Space Marine Sergeant [Bolt Pistol, Chainsword, Melta Bombs]
  • Command Squad, Apothecary, Company Champion [Power Sword], Veteran [Bolt Pistol, Melta Bombs, Power Sword] x3, Razorback [Twin-linked Heavy Flamer]
  • Devastator Squad [4x Multi-melta, 4x Space Marines], Razorback [Twin-linked Heavy Flamer], Space Marine Sergeant [Bolt Pistol, Boltgun]
  • Tactical Squad [Meltagun, 4x Space Marines], Razorback [Twin-linked Heavy Flamer], Space Marine Sergeant [Bolt Pistol, Boltgun, Melta Bombs]
  • Tactical Squad [Meltagun, 4x Space Marines], Razorback [Twin-linked Heavy Flamer], Space Marine Sergeant [Bolt Pistol, Boltgun, Melta Bombs]
  • Tactical Squad [Meltagun, 4x Space Marines], Razorback [Twin-linked Heavy Flamer], Space Marine Sergeant [Bolt Pistol, Boltgun, Melta Bombs]

Battle Demi Company (785pts)

  • Chaplain [The Armour Indominatus, Bolt Pistol, Crozius, Melta Bombs]
  • Assault Squad [2x Flamer, 4x Space Marines], Razorback [Twin-linked Heavy Flamer], Space Marine Sergeant [Bolt Pistol, Chainsword, Melta Bombs]
  • Command Squad, Apothecary, Company Champion [Power Sword], Veteran [Bolt Pistol, Melta Bombs, Power Sword] x3, Razorback [Twin-linked Heavy Flamer]
  • Devastator Squad [4x Multi-melta, 4x Space Marines], Razorback [Twin-linked Heavy Flamer], Space Marine Sergeant [Bolt Pistol, Boltgun]
  • Tactical Squad [Meltagun, 4x Space Marines], Razorback [Twin-linked Heavy Flamer], Space Marine Sergeant [Bolt Pistol, Boltgun, Melta Bombs]
  • Tactical Squad [Meltagun, 4x Space Marines], Razorback [Twin-linked Heavy Flamer], Space Marine Sergeant [Bolt Pistol, Boltgun, Melta Bombs]
  • Tactical Squad [Meltagun, 4x Space Marines], Razorback [Twin-linked Heavy Flamer], Space Marine Sergeant [Bolt Pistol, Boltgun, Melta Bombs]

Auxiliary (245pts)
10th Company Task Force (245pts)

  • Scout Squad [4x Close Combat Weapon, 4x Scouts], Land Speeder Storm [Multi-melta], Scout Sergeant [Bolt Pistol, Close Combat Weapon]
  • Scout Squad [Camo Cloaks, 4x Scouts, 4x Sniper Rifle], Scout Sergeant [Bolt Pistol, Sniper Rifle]
  • Scout Squad [Camo Cloaks, 4x Scouts, 4x Sniper Rifle], Scout Sergeant [Bolt Pistol, Sniper Rifle]

Tactics:
Just drive around scoring points. Pop tanks as needed. Flamer hoards. Pretty straight forward tactics. One big concern is Armor on Chaplin but I couldn't think of a better use of those points. Ideas? Concerns?

Posted Jul 31, 2015, 3:36 PM UTC

39
Tsumugi123•

That's a lot of heavy flamer, yes indeed. But for the sake of capturing objectives, I would swap out a couple of TL-Heavy Flamer for TL-Heavy Bolter on the Razorbacks.

Because having some razorback sitting in Mid~back objectives with a flamer is kinda wasted, while heavy bolter can provide some extra fire without making mid-field razorback feel useless.

But that's just me, meh.

2
RamenProfitableOP•

That's a solid point. I'll definitely adjust a bit.

1
mannotron•

Thats a fuckload of Razorbacks.

1
RamenProfitableOP•

Yeah, and it's a ton of re-rolling heavy flamer templates too!

1
Cognative•

Thats kind of the point of the gladius!

1
RamenProfitableOP•

You could do it with fully loaded pods and have tons of board control. It could get pretty tough keeping that territory though.

1
AustralianUpvote•

Looks mean. You could consider dropping the Armour Indominatus, the power weapons on the command squads, apothecary/champion upgrades to pick up a MM dread with a free pod. You could also grab a melta bomb on the scouts with the Storm and then go for some shooting weapons on the command squads. You could double down on the Salamanders Tactics/Vulkan and go meltas or flamers or maybe pick up a few plasma guns for few extra AP2 shots.

I'm not a fan of the CC upgrades on the command squads as they are riding in a razorback and cannot charge the turn they get out. Vulkan can make a decent assault deterrent. You may consider some flamers for the command squad he could roll with. 5 TL flamers and a TL heavy flamer!

If you just dropped the Armor on the chaplain then you could pick up combi-meltas on the Tac Sgts. If you did that I'd move the melta bombs from the chaplain the LS Storm Scouts as they can charge out of it.

1
jimtheclowned•

Who plays at 1605? most people are 1500, or 1850.

Your command squads are ridiculous, and frankly kinda wasteful. You won't be assaulting until at least turn 3, probably turn 4. Either way, you are spending a turn with your ass out in the open getting shot at before these guys can even think about getting into combat. I'm not sure about you, but I have little faith in myself rolling 10 or more, 3+ saves and then 5+ FNPs. a very recent game of monopoly showed me that. Maybe bike command squads? drop the armour indom and 2 melta bombs and both command squads get bikes and grav guns :D

You have no long range AT or very rapid strike AT, so your first turn is all creeping up, and praying your storm doesn't get butt raped. Consider swapping a dev squad to lascannons, or bringing some type of armoured formation to supplement your first turn instead, cause a few trilas predators ain't nothing to fuck with.

Your army is at best, hurting someone turn 2, at worst turn 3.

Chaplain, run him bare. Indom isn't worth it.

Just throwing this out there, your command squads + armour indom = 390 pts...there are a lot better things you can bring for that cost.

1
RamenProfitableOP•

Nobody plays at 1605. That's just the core. The auxiliary is enough to bring it to 1850.

1