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Showing results for tags 'Salamanders tactics'.
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One of the ideas I want to try out for 2k lists was to have Vulkan He'stan in a full Infernus Squad travel in a Land Raider Redeemer as one of my methods to take out infantry. I've debated whether or not it's a good idea to have another full Infernus Squad in a Drop Pod to drop in so that I have 3 flame units benefiting from his Forgefather ability. While I think this can do a lot of damage to infantry, I'm worried that it will be clunky with that many marines in a relatively small area, and that it might end up being overkill. I also considered including other flame units like Invictor Tactical Warsuits, or to even have additional Land Raider Redeemers to focus fire both infantry and tougher units (the single land raider redeemer i had did a lot of work when I went up against Carnifexes and Old One Eye). I can also use his ability for Melta weapons, but I thought it would be more efficient to use Oath of Moment for Melta and big guns on one big target, and use his Forgefather on another target. What are your thoughts? Any other units you would recommend to run alongside him?
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- Salamanders Chapter
- Vulkan Hestan
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I’m currently working on a 1000 point list for causal play and need help deciding on a unit to help my aggressors control mid board objectives. They’ll be backed up by a Liberian in terminator armor with the rites of war warlord trait and fire shield and drake skin psychic powers. I think a terminator assault squad would be be pretty tough but would only be able to deal damage in melee. A dreadnaught could help me in shooting, melee and provide buffs to my other units. What units do would you take to complete this mission?
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Have a big league game versus Sallies. Not into list tailoring - what are some good solid tips versus them ? I play Black Templars.
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I am thinking about a Salamanders Successor Chapter list, and thinking of some interesting combos turning a Successor into more of a Close Combat army. The Super Doctrine for Salamanders makes in close weapons, melta and flamers, superb weapons. So why not up close combat potential. I am thinking of the coveted Born Heroes, and Whirlwind of Rage. A 5-man Thunderhammer Storm Shield Vanguard Veterans unit, with the right Stratagems, would get 16x Strength 9 attacks hitting on 3s with 6s counting as two hits, with either Chapter Master or Chaplain re-rolls you can fish for 6s. Then on 6s to wound gain double damage on those Thunderhammers. This seems like a modest investment. Are there any other ideas, that can create multiple deadly threats in a Salamanders Successor list?
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I'm a Salamanders player and I'm sorta needing some answers to some questions. First of all with the Salamanders being all about flame weapons,why is it that troop or elite choices cannot take heavy flamer or hand flamer but Blood Angels and their successors can? And my second question is; how do you run Pyroclast units what type of unit are they?
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Hi all, I know troops aren't essential in AoO detachments but which troops would you suggest taking for Salamanders? Something that needs to advance with the other units to take the midfield and get in range with flamers and melta or something to hold back? I guess it's list dependant but does anyone use assault intercessors? Also, would anyone recommend taking an invictus warsuit with a flamer? Thanks
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My other list did well on Friday. Only the Harelquins squeezed out a victory against me with 4 points in 1 match One of the the previously strong aspects of soace marines were drop pod assaults. The last part of 8th it went away due to the proliferation of Iron hands and raven guard/raptors I decided to try an age old strategy with the blatant intent of frustrating an opponent with drop pods filled with Hvy Bolters and frag cannons My friend used space wolves which included 4 dreads and 2 units of TWC and Ragnar
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I've got a couple of core ideas that I really want to make work/include, but I'm uncertain of the exact configuration of the whole list. The big blocks are: -2 company vet squads with specials and ccws in a Termite. Termites have room for 12, so the question here is who is cool enough to ride along. One option is to stick a Lt in there with the Obsidian Aquilla and the LORD OF FIRE warlord trait. I'd be tempted to give all 10 vets combi-flamers, but realistically, it'll be 5 flamers and 5 meltas. They tunnel in, hop out, set things on fire, try to make it into melee, and if they don't/kill everything around them, they tank some shooting with the native Salamander resistance, a sacrificial storm shield, and the Aquilla's 6+++. I could stick a champion in there to hit things too, which just strikes me as fun, but I think the more tactically sound option is to put a Librarian in there with Flame Shield and Drakeskin and then use Self Sacrifice to force fire on the buffed command squad. Another option is to change the Lt to Vulkan since his overall buff is better. All this should be about 700 points and 1 to 3 CP. -3 Heavy Intercessor Squads accompanied by a (Chief) Apothecary. Idea is to give the Intercessors the Hellstorm bolt rifles so they can make up for their 5" move by taking the assault move when they need to. This would be 510 and 1 CP for the warlord trait that gives free revivals. -Impulsor of Bladeguard with support. Originally, I was thinking 2 units like this, one with a captain in it and one with the Lt- I do like the models, after all, but this seems like it may be an overinvestment. If I cut it down to one unit and/or use Vulkan for my captain slot, I can pick up the slack by giving the Lt the Sigil of Vulkan and maybe throwing in the standard bearer. Though if I do the sensible thing and don't spend about 600 points on two units, their transports, and supporting characters and instead cut it in half to try that thing called ranged fire support, what should I do with the 300 points that I've freed up? As odd as it sounds, I'm not too hot on Multimeltas here, but I think that's because I've been spoiled by Retributors. Eradicators are, naturally always solid and I'm considering Hellblasters as well, mostly because I have a squad that is nicely painted. What do you think? Sensible or is having "range" heretical Tau-thinking?
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I got a Twitch stream notification over the weekend of a GT over in the US. Of the Salamander/Successor chapter lists (there were 6 in the field), every single one ran: Captain on bike - thunder hammer, storm shield, forge master, salamander's mantle, never give up. Many of the marine players in my area are focused on the super damage from the hammer relic and +2S warlord trait, but I look at this captain, who cannot be wounded by S3, wounded by S4-6 on 6s, S7 on 5s and S8-13 on 4s. with a 3+ save against anything that gets through. and he or his escort get obsec in a game where holding objectives is now key. and still has 5 S8, ap-3 3D attacks on the charge. What are the tactics using him, as he seems like more than just a fire and forget missile like traditional smash captains?
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Now that GW has confirmed that all flame weapons are getting 12" range and that Sternguard (along with all other Old Marines, except Scouts) are going up to 2W, I think the following is going to be a popular combo: -Vulkan -Librarian (Fire Shield and Drakeskin powers) with Obsidian Aquila relic -8 Sternguard (2 Heavy Flamer, 7 combi-flamers) -Drop Pod With the ability to come in turn 1, the entire group can disembark, cast -1 to Hit and +1T on the Sternguard, then use the Strat to get 48 auto hits with their flamers (36 at S4 AP0, 12 at S5 AP-1) on a selected target, all with full rerolls to wound, thanks to Vulkan's aura. If necessary, you can use the Crucible of Battle Strat to give them an additional +1 to wound as well. Alternatively, if you wait to come in until turn 2, then all those flamer/heavy flamers gain +1 to wound for free and an additional -1AP as well for being in Tactical Doctrine. Finally, if your opponent shoots the Sternguard, then they have 2W each at T5/3+ save, with -1 to hit and a 6+++ FNP, so surprisingly tough to deal with, plus you can overwatch with 8D6 auto hits if someone does decide to charge (again, with full rerolls to Wound).
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I just love the Indomitus Captain, and I think it's one of the coolest Captain-model's GW has ever released, so I want to make him work in my lists. What relics and traits do you think are most suited for him? As for traits, normally I'd go for Forge Master + Miraculous Constitution on my Captains with Thunder Hammers, but I think the Indomitus Captain "needs" Anvil of Strength, and Forge Master still seems like a solid pick, especially in conjunction with Salamander's Mantle. Thoughts? Any other trait and relic-combos that you see yourself using?
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So with the dawn of 9th edition and the change to how many CP you start with being based on point size rather than detachments I was thinking that I could probably get away with just a battalion. This frees up almost 300 points worth of troops. So that is a bonus. The changes to ruins could be advantageous to our aggressors walking across the board as well. Any other thoughts?