Medicinal Carrots Posted October 16, 2020 Share Posted October 16, 2020 1998 points 8 starting CP (4 spent in list building) HQ 130 - Captain on Bike - storm shield, thunder hammer, Forge Master, Rites of War, Salamander's Mantle 80 - Chaplain - Canticle of Hate Troops 100 - 5x Intercessors - auto bolt rifles, chainsword 100 - 5x Intercessors - auto bolt rifles, chainsword 100 - 5x Intercessors - auto bolt rifles, chainsword Elites 200 - 5x Aggressors - flamestorm gauntlets 90 - Apothecary - Chief Apothecary, Selfless Healer 70 - Company Champion - Chapter Champion, The Imperium's Sword, Blade of Triumph 60 - 2x Company Veterans - 1x power fist and storm shield, 1x power fist and chainsword 145 - Ironclad Dreadnought - dreadnought chainfist, 2x heavy flamer 145 - Ironclad Dreadnought - dreadnought chainfist, 2x heavy flamer 118 - 5x Vanguard Veterans - 2x lightning claw and storm shield, 3x lightning claw and chainsword Fast Attack 110 - 2x Attack Bike - 2x multi-melta 110 - 2x Attack Bike - 2x multi-melta Heavy Support 120 - 3x Eradicators - 3x melta-rifle 125 - 5x Devastators - 3x grav-cannon, chainsword, cherub 125 - 5x Devastators - 3x grav-cannon, chainsword, cherub Dedicated Transport 70 - Drop Pod - storm bolter The Champion, Chaplain, Company and Vanguard Vets ride in the drop pod. They drop in and use Commanding Oratory to make for a semi-reliable charge. The Champion can natively re-roll his charge, and I think it's worth a CP to try to get a Vet squad in if they fail. They act as a melee bomb to try to soften up the enemy early on and give them a backfield threat that has to be dealt with. After the initial drop, the Chaplain will generally be trying to give them re-rolls to hit. The Apothecary accompanies the Aggressors. Depending on how things are laid out on the board, Devastators or Eradicators may tag along for the 6++ bubble and healing. He should make back his points and the CP spent on him resurrecting and healing models. The Captain will usually start off accompanying the Attack Bikes. He may stay with them to provide re-rolls, or split off to assist other squads, steal objectives, smash things, and act as a general purpose troubleshooter. The rest of the units should be pretty straitforward. Intercessors will focus on objectives and shooting chaff. Ironclads will try to get close to punch and flame things, and act as deterrents. Keeping a unit or two near them for Wisdom of the Ancients is generally going to be a good idea as well. The melta units will hunt big things, with the Bikes trying to use their speed to pick up extra objectives. And Devastators will be Marine and horde killers. The big downside seems to be the heavy CP investment early on. After using Commanding Oratory, I'll only have 11 CP left to spend over the rest of the game. That's going to go fast, so the goal is going to have to be hitting as hard as possible as early as possible. Link to comment https://bolterandchainsword.com/topic/367074-2000-salamanders-9th-codex/ Share on other sites More sharing options...
Riddlesworth Posted October 16, 2020 Share Posted October 16, 2020 Captain cant be screened by the bikes but given how tough he is it shouldn't be that much of an issue. Only thing that sticks out is the company vets. Presumably they're for a bit of counter punch? Link to comment https://bolterandchainsword.com/topic/367074-2000-salamanders-9th-codex/#findComment-5618429 Share on other sites More sharing options...
Medicinal Carrots Posted October 16, 2020 Author Share Posted October 16, 2020 At deployment there should be another unit to screen the captain, and hopefully things can move in such a way that he's got a screen turn 1. Company Vets are part of the melee bomb. I wanted all fists, but couldn't find the points, so I took claws on the Vanguard. I put in the Company Vets over 2 more Vanguard for the extra sergeant attack, and the slight bit of added protection for the Chaplain and Champion. The idea is for the Vanguard to clear infantry, while the rest try to aim for bigger things if they can. Link to comment https://bolterandchainsword.com/topic/367074-2000-salamanders-9th-codex/#findComment-5618610 Share on other sites More sharing options...
Weaverman Posted October 19, 2020 Share Posted October 19, 2020 Hello maybe a dumb question. How do you get two warlord traits on your captain? Doesn’t the stratagem state you can’t give your warlord two warlord traits? Thanks Link to comment https://bolterandchainsword.com/topic/367074-2000-salamanders-9th-codex/#findComment-5619550 Share on other sites More sharing options...
Medicinal Carrots Posted October 19, 2020 Author Share Posted October 19, 2020 Salamanders have the Exemplar of the Promethean Creed stratagem for 1CP that lets you give your warlord a second warlord trait. Some other chapters have a similar strat. Link to comment https://bolterandchainsword.com/topic/367074-2000-salamanders-9th-codex/#findComment-5619567 Share on other sites More sharing options...
Weaverman Posted October 19, 2020 Share Posted October 19, 2020 Perfect thank you for the reply. I have a salamanders army and currently list building, I wanted to use the same captain build Link to comment https://bolterandchainsword.com/topic/367074-2000-salamanders-9th-codex/#findComment-5619587 Share on other sites More sharing options...
Commander Nicky Posted October 19, 2020 Share Posted October 19, 2020 Are you considering use any CP on Stratetic Reserves? I mean, you will have a good deal to go for :)I would, however, put the Martial Exemplar on the Chapter Champion instead of The Imperium's sword. This is simple because others can use his charge re-roll... I don't know if strenth 8 and 6 attack with Damage 3 on the first combat round is so much better than having your other soldiers re-roll failed charge... Especially consider who can/could benefit from it... Link to comment https://bolterandchainsword.com/topic/367074-2000-salamanders-9th-codex/#findComment-5619700 Share on other sites More sharing options...
Medicinal Carrots Posted October 23, 2020 Author Share Posted October 23, 2020 Yeah, the Eradicator squad will often be best served going into reserves. I also realized I misremembered their power as 5 instead of 6, so I think he Attack Bikes may be better in a 3 squad and a lone bike so I have the option of sending in another unit for the same 1CP. As for the Champion, you've got a point. Even without the +1S, the relic sword still beats a thunder hammer against T6 or less and most T7. Dropping from 7 to 6 attacks on the charge is definitely worth making charges for the other units more reliable and likely making back the CP spent on the trait by saving a reroll. Something else I should probably cover is secondaries. I think Oaths of Moment is practically an auto pick. Most units should be good with staying in combat, and I have some mobile units who can go to the center as well as slower units who will be good with the center as a firing point and can move there in subsequent turns. Linebreaker also seems to be a good choice, as I can drop 5 units behind enemy lines with the pod, can use reserves and/or bikes to potentially backfill as needed. Plus it can force the opponent to shoot the drop pod instead of more threatening targets if they want to try to deny the points. The third secondary will be dependent on the mission and the opponent's list. Link to comment https://bolterandchainsword.com/topic/367074-2000-salamanders-9th-codex/#findComment-5621361 Share on other sites More sharing options...
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