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KoW 2000pt list for upcoming event

Discussion in 'Salamanders Army Lists' started by classicflava, Nov 2, 2016.

  1. classicflava
    Cold One

    classicflava Active Member

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    Havent tried this list out yet, but i really like the looks of it on paper

    Horde of Salamander Primes
    Regiment of Ancients
    Troop of Ghekkotah Warriors
    Horde of Tyrants
    Horde of Ancients on Rhinosaurs w/ potion of caterpillar
    Komodon
    Lekelidon
    Lekelidon
    Lekelidon
    Clan Lord on Raptor w/ blade of slashing
    Mage Priest w/ heal(3) and inspiring talisman
    Clan Lord on Winged Firedrake w/ medallion of life
     
    BAE and Crowsfoot like this.
  2. BAE
    Temple Guard

    BAE Well-Known Member

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  3. Rapax
    Skink

    Rapax Member

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    It is quite slow (a problem with Salamanders in general), and will probably suffer against shooty lists.
     
  4. BAE
    Temple Guard

    BAE Well-Known Member

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    I think against a full shooty it might fare okay, but you'd have to be quite aggressive. Speedier units (CLoFD & Rhinos), with maybe a couple of Lekelidons behind them, would march as close to the opponent's forces as possible down one far flank in turn one. This would take them out of the arc of sight of all but the few units directly in front of them, and both should be able to weather at least one turn of being shot in the face. Turn two, CLoDF flies over the top (or in between two units as long as it is out of all arcs of sight) and flames, ready for a charge in turn 3, and the Rhinos charge something big in the front. The Lekelidons behind them probably won't have been targeted as they will not have been the immediate threat, so they will come in handy to threaten flanks and rear should the archers retaliate.

    The rest of the force will castle on the other far flank and charge as fast as they can (which isn't that fast) towards the opponent, using the Ghekkotah Wariors and then Primes to shield the Tyrants, Ancients, Lekelidon, Lord on Raptor from ranged attacks. Warriors will definitely die, and the Primes may or may not die. However, the sheet amount of damage they will be able to soak should mean Ancients and Tyrants getting into combat with ranged units pretty unscathed. If the Primes have survived, you should be able to get a round of combat in with them as well.

    Use of far flanks hampers the ability to focus ranged attacks on your units. As you move up you will find that you quickly get out of arc and range, and that is the saving grace. Anything of yours in the centre will be in the arc of sight of the entire front line, and will quickly succumb.

    I find with the Sally's speed deficiency I struggle most against melee/range combi lists. The way to beat range is to charge as quickly as possible and minimise damage taken on the way, as per above. But if your opponent has a few big hitters sitting around their archers, that makes it extremely difficult as charging headlong forwards will open you to flank attacks. To avoid flank attacks you slow down and move more carefully, at which point you're taking more rounds of shooting from the ranged. I have a friend that plays KoM and I really, really struggle against him. He has arquebusiers with magic items, 3 ballistas and 3 beasts of war with ballistas on their back. All your chaff dies in shooting, and you will struggle to out-range the charge of the beasts of war, which are high damage-generating hammers. I've not yet worked out a way to beat a list like that.
     

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