kabaakaba Posted November 29 Share Posted November 29 Etb have no options. You can build it only one way. Obviously it's cheaper. If you just need lot's of intercessors it's a good variant. Also captain in terminator armour have etb version. The difference is how they hold weapon. Sword and storm bolter are in different hands Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6144527 Share on other sites More sharing options...
Tacitus Posted November 29 Share Posted November 29 8 hours ago, Lathe Biosas said: Thanks. I didn't realize there were different versions of the same model. Maybe that's why some auctions are cheaper than others? Less people wanting the ETB models? Yes, people are less interested in ETB Models. Sometimes they're not as high quality on the cut (Interceptors - the flying Gravis Shooters - had those gravplates on their boots look really bad in the ETB cut in addition to a change to their bolters which was less clunkier and they didn't come with the Plasma option) plus GW itself usually prices the ETB versions cheaper than the full kits, which means they markup from a lower starting point. And like I said before I think most of those kinds of kits have disappeared - there are still some pressfit/ETB but they're single option models like the Outriders or Infernusators. Its mostly only something to keep in mind if you buy open box sprue only stuff that came from the boxed sets like Indomitus and such. I think Indomitus had ETB Blade Guard Veterans in addition to the Outriders, when the boxed kit came with more options for posing and pistols. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6144561 Share on other sites More sharing options...
Lathe Biosas Posted November 30 Author Share Posted November 30 Well... Remember how I said I sometimes buy models... I bought this today at target for 50 bucks. 9 push to fit versions from the Heroes of the Chapter. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6144674 Share on other sites More sharing options...
Tacitus Posted November 30 Share Posted November 30 Yep, that's the sprue(s) they made for the Indomitus Box. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6144681 Share on other sites More sharing options...
Lathe Biosas Posted November 30 Author Share Posted November 30 Hopefully these models are worth using in my Space Marine army. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6144682 Share on other sites More sharing options...
kabaakaba Posted November 30 Share Posted November 30 Mostly usable minis. Bgv + bgv ancient, chaplain, guys with meltas and sand watch guy which I can't remember. Lathe Biosas 1 Back to top Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6144685 Share on other sites More sharing options...
Lathe Biosas Posted December 1 Author Share Posted December 1 Nice. I was going to buy some Eradicators. Sounds like this was a good buy. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6144690 Share on other sites More sharing options...
Tacitus Posted December 1 Share Posted December 1 1 hour ago, kabaakaba said: Mostly usable minis. Bgv + bgv ancient, chaplain, guys with meltas and sand watch guy which I can't remember. Justiciar. He now gives Fights First to a squad he leads. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6144695 Share on other sites More sharing options...
Lathe Biosas Posted December 1 Author Share Posted December 1 15 minutes ago, Tacitus said: Justiciar. He now gives Fights First to a squad he leads. That sounds helpful. Once I crack open this box, I will have to rethink my army list. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6144697 Share on other sites More sharing options...
Tacitus Posted December 1 Share Posted December 1 Its a nice gimmick - put him with 6 BGV (he's mostly designed for them) and they get to Fight First with 20 some nasty sword attacks including his own. Put him with 10 Assault Intercessors and its 40ish chainsword attacks. The Justiciar's downside is that he doesn't have the Double Up ability secondary LEADERs have. If you attach him, that's it. No way to get his Fights First on another character like a smash captain. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6144713 Share on other sites More sharing options...
Lathe Biosas Posted December 4 Author Share Posted December 4 (edited) 1000 Point and 2000 Point List. The 2,000 Point List builds on the 1,000 Point List. Nothing is changed, just added. 1,000 Points Detachment Forgefather's Seekers Epic Hero Vulkan He'stan 100 pts Character Librarian 75 pts Warlord, Immolator Battleline 5 Intercessor Squad 80 pts • 1x Intercessor Sergeant: Bolt Rifle w/ Grenade Launcher, Power Fist • 4x Intercessor 5 Intercessor Squad 80 pts • 1x Intercessor Sergeant: Bolt Rifle w/ Grenade Launcher, Power Fist • 4x Intercessor Infantry 10 Infernus Squad 180 pts • 9x Infernus Marines 10 Infernus Squad 180 pts • 9x Infernus Marines Vehicle Gladiator Lancer 160 pts Icarus Rocket Pod, Ironhail Heavy Stubber, Two storm bolters Dedicated Transport Drop Pod 70 pts Drop Pod 70 pts Drop Pod #1 Vulkan He'stan with 10 Infernus Marines Drop Pod #2 Librarian with 10 Infernus Marines 2,000 Points Character Ancient 65 pts Forged in Battle, Power Weapon Judicar 95 pts War‑tempered Artifice Lieutenant with Combi-weapon 70 pts Infantry 6 Bladeguard Veteran Squad 170 pts • 1x Bladeguard Veteran Sergeant: Heavy Bolt Pistol • 5x Bladeguard Veterans 3 Eradicator Squad 100 pts • 2x Eradicator Vehicle Gladiator Reaper 160 pts Icarus Rocket Pod, Ironhail Heavy Stubber Repulsor Executioner 220 pts Icarus Rocket Pod, Ironhail Heavy Stubber, Heavy Laser Destroyer Storm Speeder Hammerstrike 125 pts Repulsor Executioner with Judicar and 6 Bladeguard Veterans Ancient is added to Drop Pod #1 with Vulkan He'stan and 10 Infernus Marines OR I could drop the Repulsor Executioner and use a regular Repulsor and cram the Eradicators, BGVets and Judicar on board. Leaving 40 points left over. Edited December 4 by Lathe Biosas Addendum Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145306 Share on other sites More sharing options...
Dr. Clock Posted December 4 Share Posted December 4 This is looking fun! Watch out for reserve cap though - it's 50% of list and at 1000pts you are reserving over 600pts of stuff. Cheers, The Good Doctor. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145378 Share on other sites More sharing options...
Lathe Biosas Posted December 4 Author Share Posted December 4 1 hour ago, Dr. Clock said: This is looking fun! Watch out for reserve cap though - it's 50% of list and at 1000pts you are reserving over 600pts of stuff. Cheers, The Good Doctor. Oh. Didn't realize that. Time to rethink things... again. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145394 Share on other sites More sharing options...
Tacitus Posted December 4 Share Posted December 4 3 hours ago, Lathe Biosas said: Oh. Didn't realize that. Time to rethink things... again. Just a little swapping. Trade the Pod #2 and contents for the Ancient and something... maybe the Erads. Lathe Biosas 1 Back to top Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145420 Share on other sites More sharing options...
Lathe Biosas Posted December 4 Author Share Posted December 4 In the 1k list, I had 990 points spent. I could remove the drop pod. Break the Infernus into 2 squads of 5. Take out the Librarian. Put in an Ancient with a Power Weapon and Immolator to ride with Vulkan in the Pod. Maybe use the Lone Op Lieutenant w/ Combi Weapon? Ancient 60 pts Immolator, Power Weapon Lieutenant with Combi-weapon 90 pts Adamantine Mantle 10 Infernus Squad 180 pts • 9x Infernus Marines 5 Infernus Squad 90 pts • 4x Infernus Marines 5 Infernus Squad 90 pts • 4x Infernus Marines Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145454 Share on other sites More sharing options...
Dr. Clock Posted December 5 Share Posted December 5 Are you 100% wedded to Drop Pods? I just can't help but feel like drop pods are still over-priced as effectively Turn 1 Deep-strike for 70 points apiece... Whereas an Impulsor for 10 points more will function in a similar way yet actually protect the stuff you assign to it, and still do things on the board if it survives. If it's a financial or aesthetic choice I totally get that and I'm not trying to yuck your yum (or parsimony)! My Sallies are still built in the Old Way (everything Primaris here is actually an Oldmarine model except the Ballistus and Terminators - Rhino for Impulsor): Librarian in Terminator Armour (Forged in Battle) Techmarine Vulkan He'Stan 2x5 Intercessors (mandatory; excellent) Impulsor (Vulkan's ride w/ 5 Infernus) 2x Razorback (Devs) Ballistus Dread 2x Devastators (4 MM - in Razors) 2x5 Infernus Land Raider Terminator Assault Squad Terminator Squad Vindicator My list isn't amazing or anything, but it's good nostalgia and it's got some decent tools... If I were making an actual Primaris list for Sallies I'd probably try for at least 2x3 Eradicators, but I wouldn't feel too much pressure to get a full 2x10 Infernus cuz they're honestly kinda squishy and you can only overwatch one of them in a phase anyhow. If you do take 20 I'd recommend 1x10 and just walk the other 2x5 on as action monkeys and crowd control. I make do with just the 2x5 Infernus, but go hard for the classic the melta / razor thing. It's certainly annoying that you need Gravis for melta Primaris, but a couple of ATVs is honestly a decent pick-up as well if you can jive with the moonbuggy vibes, and storm speeders are in a good place rn too from my experience (I run 3 for my Storm Lords Primaris army). Looking forward to seeing more! Cheers, The Good Doctor. Lathe Biosas 1 Back to top Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145472 Share on other sites More sharing options...
Lathe Biosas Posted December 5 Author Share Posted December 5 (edited) The reason for the drop pod is two-fold. Reason one is nostalgia... I'm going to paint these models up as Blood Ravens and it feels wrong to not use at least one drop pod. Number 2, is I hate... HATE, Lone Op Raven Guard units. I just want to land next to that feathery-chapter master and light him on fire. But, if I'm honest. I don't need them. They seemed like a cheaper way of quickly deploying Infernus Marines into my opponents' backfield. Edited December 5 by Lathe Biosas More thoughts Dr. Clock 1 Back to top Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145478 Share on other sites More sharing options...
Tacitus Posted December 5 Share Posted December 5 I'm assuming you mean Shrike who can fade if you get within 12? and not Shaan? Not that it really matters - they're both susceptible to deep strike. The Pods will get your Infernus Squads deep striking but its kinda Meh. I'd rather Deep Strike an Intercessor squad - especially on the corners and non-standard boards (You get bottom right, they get top left, and top right plus bottom left are 20ish inches away objectives in nobody's backfield type stuff not the all left vs right or top vs bottom generics) that end up with very deep no-man's-land. If you want them for your theme you should absolutely keep them. If you want them to alpha strike some really annoying unit you hate like Shrike and his appearing disappearing Jump Intercessors, You can get something similar from Inceptors - Plasma better than Assault Bolter but both work - Tactical Terminators will also land inside 12 - well just about everything will, he's irritating because he can disappear, but he doesn't have the catch-22 Primarch defense unless your opponent really works at it, which likely costs them his maneuverability. Inceptors are also both ASSAULT so you can move 6", advance up to 6" and still shoot him if that gets you inside 12". Lathe Biosas 1 Back to top Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145529 Share on other sites More sharing options...
Lathe Biosas Posted December 5 Author Share Posted December 5 Thanks, I meant Shrike. I keep forgetting he self demoted himself. Since spending is tight right now, I'm trying to fine tune some things before I buy a bunch of stuff I won't have fun with. Right now this is what I own (Marinewise): A single Infernus marine, A single reiver marine, A couple Intercessors from some Space Marine game, A Firestrike Servo-Turret, The contents of the Dawn of War Onslaught box: Judicar, Chaplain, 3 Eradicators, 3 BG Vets, BG Vet Ancient I am going to convert a grey knight into a Blood Raven Librarian (it's a Dawn of War 2 reference). And because it's free, I'll pick up the phobos Deathwatch Marine from the Warhammer store tomorrow. So not much... now that I look at it. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145549 Share on other sites More sharing options...
Dr. Clock Posted December 5 Share Posted December 5 51 minutes ago, Lathe Biosas said: fine tune some things before I buy a bunch of stuff I won't have fun with. A noble aim! My Storm Lords have been a pretty budget army built up from a few editions' starter boxes. I've bought a couple individual units per edition as well but only things that really spoke to me as thematic for a lightning assault theme. So, Salamanders are going to benefit on the cost due to Infernus marines currently being pretty dang cheap, and being at their best in a Salamanders force. But the other thing you're gonna end up with if you're controlling spend is terminators. Honestly I always have fun with them despite their awkward loadout and 2x5 out of deep-strike with a character somewhere will never go out of style. Also the new ones are super pretty. The 40k Starter Set is probably gonna be your best bet to get the cheapest start. Somehow it is significantly cheaper than the combat patrol despite having just one less marine, and you get a heap of Nids as well meaning you can possibly sell them off and reduce cost even further. It's not so helpful that the Nids monster is trash but if you can get even 30% of their ostensible value by selling them on, all of a sudden you've got almost 2 combat patrols for the price of 1, and are immediately close to a 1k list. 1 hour ago, Lathe Biosas said: So not much... now that I look at it. We all start somewhere. But in light of where you are now I'd caution against setting your sights on 2k because we're going to be holding space for whatever comes in the 11th edition starter in six months. Ergo, for 1k to start I'm gonna just suggest the 2 starter sets which will get you to something like: Captain in Terminator Armor Lt w/ Combi-weapon (aka your lone Reiver swapped onto a 40mm base) Vulkan (convert a flamer on to your Judiciar and you're probably golden) Company Heroes (converted from Bladeguard and Intercessors?) 1x3 Eradicators 2x5 Infernus 2x5 Terminators If you simply don't like terminators I'll just suggest scrounging for infernus marines wherever secondhand minis can be found nearest you. Through social media buy/sell/trade groups I've been able to find a 'grey market' seller with a huge inventory of secondhand stuff for basically 25-30% off new on sprue and sometimes cheaper for assembled/primed stuff. Simply making it known in a local group that you are looking to buy Infernus marines and I bet you'll get to 20 in very short order. Cheers, The Good Doctor. Lathe Biosas 1 Back to top Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145571 Share on other sites More sharing options...
HeadlessCross Posted December 7 Share Posted December 7 On 11/25/2025 at 6:42 PM, Tacitus said: 6 Flamestorm Aggressors get 6D6 +6 shots - about 27 shots. Immolator adds 6 for 33. Infernus Sqads get 10D6 shots - about 35. Immolator adds 10 (plus for 1 more for the attached HQ He'stan) for 45 (plus He'Stan) who now does D6 + 4 (or 7 to 8 Average) S7 -1 D1 attacks. Their attacks are also +1S already with a -1AP making them S6 -1 D1 vs S5 (Sometimes) -1 and D1. 50+ Attacks with 50+ hits starts getting into "I kill stuff I shouldn't" territory. Its weird to me that you want to Cost-Benefit the Apothecary, but still insist the cost benefit for Immolator is better on Aggressors. Hand Flamers are base D6 S3 0 1 - so similar volume of fire for the Infernus Squad, but at -3S. No, it does not. Its the wrong green but Azrael + Apothecary and either ICC or Hellblasters is a funny little combo. Generally speaking Apothecaries attached to Desolation Squads, Devastator Squads and Hellblasters - i.e. Squads that use Cover, range, etc to reduce incoming fire already can benefit from Apothecaries. You never NEED anything. But in keeping with the cost-benefit, 10 guys with a 4++ invuln are 10 guys with a 4++ plus 5 more guys with a 2+/4++ and 10 MORE guys with a 3+/4+++FNP adds up. Breaking it up into 2 groups of 5 with two Libbies is (usually) better but this isn't horrible. Especially for a starter army. They do something. They're not the best unit in the cosdex, but worst case its a very tough backfield objective sitter that can make overwatch gotchas. 1. Infernus squads are also significantly less durable and 100% require you to have CP available for the Fall Back + Shoot Strat. There's multiple reasons to go with Aggressors (durability and having TL built-in so less relying on Vulkan, and of course Gravis Captain getting reduced CP for the Dev Wounds strat) or Vanguard Vets (mobility and Immolator Captain, which also get a hand flamer, gets the reduced CP cost too), never mind the fact you'd never want to attach Vulkan to Infernus Squads anyway. 2. Again, you need to consider the Apothecary, and the attached squad, needing to survive that many turns to begin with. In your Desolation squad example, they're stuck at five dudes and that dies to anything while in cover if you're in direct sight. If you're relying on the indirect fire explicitly, then you're not gonna need an Apothecary to revive them since they shouldn't be shot at to begin with (and they're still going to die to any Rapid Ingress threat anyway). You're grossly overestimating how durable Marines are in cover, especially with AoC lasting for just one shooting/melee activation. 3. Your Azrael combo suffers the above problems. His 4++ doesn't go as far as you think it does. His squad will either WANT to be in melee (which means the squad is not going to live long anyway) or you're so careful with your range squad placement you don't actually revive much with the Apothecary. 4. 99% of the time you don't need 10 Intercessors to sticky a single point, and the two separate five man squads means two Power Fists. 5. You know what's better than being tough? Stopping units from being in the backfield to begin with. Infiltrators will always win that. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145754 Share on other sites More sharing options...
Tacitus Posted December 7 Share Posted December 7 14 hours ago, HeadlessCross said: 1. Infernus squads are also significantly less durable and 100% require you to have CP available for the Fall Back + Shoot Strat. There's multiple reasons to go with Aggressors (durability and having TL built-in so less relying on Vulkan, and of course Gravis Captain getting reduced CP for the Dev Wounds strat) or Vanguard Vets (mobility and Immolator Captain, which also get a hand flamer, gets the reduced CP cost too), never mind the fact you'd never want to attach Vulkan to Infernus Squads anyway. You know Vulkan can't lead Aggressors right? And that by attaching him to an Infernus Squad - the ONLY squad he can lead that ALSO has significant Torent or Melta Weapons thus ensuring he will always have at least one unit in range of his 24" boost. That lets them reroll the wound roll. Like it was Twin Linked? Once again as I have painstakingly explained to you - a He'stan led Infernus Squad has more offense than a Flamestorm Aggressor squad which is limited to 6 models instead of 10. He'Stan can't lead Aggressors. Of the four choices He'Stan CAN lead an Infernus Squad is far and away the best choice. But lets let you explain why nobody should listen to you with your own words: Which of the four choices is better than the Infernus Squad? Is he better in the: Assault Intercessor Squad? No Torrent, No Melta? Company Heroes? No Torent, No Melta, 4 Models, no invuln Tactical Squad? At best two Torrent/Melta? Or would you rather explain why even after the math was explained to you, you still want to use the force multiplier +1A per model enhancement on the worst all-flamer option available that only has S3? Quote 2. Again, you need to consider the Apothecary, and the attached squad, needing to survive that many turns to begin with. In your Desolation squad example, they're stuck at five dudes and that dies to anything while in cover if you're in direct sight. If you're relying on the indirect fire explicitly, then you're not gonna need an Apothecary to revive them since they shouldn't be shot at to begin with (and they're still going to die to any Rapid Ingress threat anyway). You're grossly overestimating how durable Marines are in cover, especially with AoC lasting for just one shooting/melee activation. 3. Your Azrael combo suffers the above problems. His 4++ doesn't go as far as you think it does. His squad will either WANT to be in melee (which means the squad is not going to live long anyway) or you're so careful with your range squad placement you don't actually revive much with the Apothecary. His 4++ goes as far as everyone else's. And again, the other choices are limited: No Libby, No Chappie, No Judiciar, No Second named (Which doesn't matter because the point of the second leader is to carry the enhancement). The Lieutenant adds nothing because they have Lethal Hits on their Strike option, and shouldn't be used if they need their sweep option. You are left with two secondary LEADER options: The Ancient and the Apothecary which is pretty much 6:5 and Pick'em. The Ancient CAN give them a 4+++ FNP, the Apothecary can restore models. The Ancient (can have) a Power weapon to synergize with their melee bent. The Apothecary has two pistols that can absolutely blow people up when they're in engagement range. The difference really comes down to which enhance from which detachment you're trying to layer onto that unit. So we again have you explaining why people shouldn't listen to you: because your thoughts never get out of the shallow end even after someone has explained to you why you're wrong to both crap on something other people like, and on the facts. Quote 4. 99% of the time you don't need 10 Intercessors to sticky a single point, and the two separate five man squads means two Power Fists. 5. You know what's better than being tough? Stopping units from being in the backfield to begin with. Infiltrators will always win that. I hate to keep harping on this, but you again are telling everyone why they shouldn't listen to you. Infiltrators do not always keep people out of your backfield. They keep people from deepstriking on a UnitFootprint+12-inch circle. Fast movers, trasports, and concerted movement all get through the Omni-scramblerrs. Strategic Reserves and Deep Strike can get AROUND Omni-scramblers. Infiltrators are good. They are not a Deathstar Shield around your deployment zone. Lathe Biosas 1 Back to top Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145848 Share on other sites More sharing options...
Lathe Biosas Posted December 8 Author Share Posted December 8 (edited) This is a very themey take on the Blood Ravens/Dawn of War using the Salamanders and the Forgefather's Seekers Detachment. I am currently working on a very strange conversion for Vulkan that may possibly include Custodes armor. I know it goes against the meta, but I want to wedge a Knight Paladin into this list... Here's what I've got, feel free to push my madness back into the realm of reality. STEAL TEAM 7 2000 / 2000 pts Configuration Battle Size Strike Force (2000 Point limit) Detachment Forgefather's Seekers Epic Hero Vulkan He'stan 100 pts Warlord Character Ancient 60 pts Immolator, Power Weapon Judiciar 95 pts War‑tempered Artifice Lieutenant with Combi-weapon 90 pts Adamantine Mantle Battleline 5 Intercessor Squad 80 pts • 1x Intercessor Sergeant: Bolt Rifle, Power Fist • 3x Intercessor • 1x Intercessor w/ Grenade Launcher 5 Intercessor Squad 80 pts • 1x Intercessor Sergeant: Bolt Rifle, Power Fist • 3x Intercessor • 1x Intercessor w/ Grenade Launcher 5 Intercessor Squad 80 pts • 1x Intercessor Sergeant: Bolt Rifle, Power Fist • 3x Intercessor • 1x Intercessor w/ Grenade Launcher Infantry 5 Assault Intercessors with Jump Packs 90 pts • 1x Assault Intercessor Sergeant with Jump Pack: Plasma Pistol, Power Fist • 3x Assault Intercessors with Jump Pack • 1x Assault Intercessors with Jump Pack w/ Plasma Pistol 6 Bladeguard Veteran Squad 170 pts • 1x Bladeguard Veteran Sergeant: Neo‑volkite Pistol • 5x Bladeguard Veterans 3 Eradicator Squad 100 pts • 2x Eradicator 10 Infernus Squad 180 pts • 9x Infernus Marines Vehicle Gladiator Lancer 160 pts Icarus Rocket Pod, Ironhail Heavy Stubber, Two storm bolters Land Raider Redeemer 270 pts Hunter‑killer missile, Multi‑melta, Flamestorm ×2, Storm Bolter Dedicated Transport Drop Pod 70 pts Allied Units Knight Paladin 375 pts Stormspear rocket pod, Questoris heavy stubber, Rapid-fire Battle Cannon, Reaper chainsword Notes: Vulkan He'stan, the Ancient and 10 Infernus Marines in Drop Pod. 3 Eradicators deploy near Intercessors. Anti Armour/Anti Monster Backfield. 6 Bladeguard Veterans, 1 Judicar in Land Raider Redeemer Edited December 9 by Lathe Biosas Points incorrect Dr. Clock 1 Back to top Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6145962 Share on other sites More sharing options...
HeadlessCross Posted December 10 Share Posted December 10 On 12/7/2025 at 2:34 PM, Tacitus said: You know Vulkan can't lead Aggressors right? And that by attaching him to an Infernus Squad - the ONLY squad he can lead that ALSO has significant Torent or Melta Weapons thus ensuring he will always have at least one unit in range of his 24" boost. That lets them reroll the wound roll. Like it was Twin Linked? Once again as I have painstakingly explained to you - a He'stan led Infernus Squad has more offense than a Flamestorm Aggressor squad which is limited to 6 models instead of 10. He'Stan can't lead Aggressors. Of the four choices He'Stan CAN lead an Infernus Squad is far and away the best choice. But lets let you explain why nobody should listen to you with your own words: Which of the four choices is better than the Infernus Squad? Is he better in the: Assault Intercessor Squad? No Torrent, No Melta? Company Heroes? No Torent, No Melta, 4 Models, no invuln Tactical Squad? At best two Torrent/Melta? Or would you rather explain why even after the math was explained to you, you still want to use the force multiplier +1A per model enhancement on the worst all-flamer option available that only has S3? His 4++ goes as far as everyone else's. And again, the other choices are limited: No Libby, No Chappie, No Judiciar, No Second named (Which doesn't matter because the point of the second leader is to carry the enhancement). The Lieutenant adds nothing because they have Lethal Hits on their Strike option, and shouldn't be used if they need their sweep option. You are left with two secondary LEADER options: The Ancient and the Apothecary which is pretty much 6:5 and Pick'em. The Ancient CAN give them a 4+++ FNP, the Apothecary can restore models. The Ancient (can have) a Power weapon to synergize with their melee bent. The Apothecary has two pistols that can absolutely blow people up when they're in engagement range. The difference really comes down to which enhance from which detachment you're trying to layer onto that unit. So we again have you explaining why people shouldn't listen to you: because your thoughts never get out of the shallow end even after someone has explained to you why you're wrong to both crap on something other people like, and on the facts. I hate to keep harping on this, but you again are telling everyone why they shouldn't listen to you. Infiltrators do not always keep people out of your backfield. They keep people from deepstriking on a UnitFootprint+12-inch circle. Fast movers, trasports, and concerted movement all get through the Omni-scramblerrs. Strategic Reserves and Deep Strike can get AROUND Omni-scramblers. Infiltrators are good. They are not a Deathstar Shield around your deployment zone. You do realize Vulkan doesn't need to be in the Infernus Squad for them to get his TL benefit, right? It's why people that play Salamanders use him in a Company Heroes squad to take advantage of his ability to hold objectives. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6146266 Share on other sites More sharing options...
Tacitus Posted December 10 Share Posted December 10 11 hours ago, HeadlessCross said: You do realize Vulkan doesn't need to be in the Infernus Squad for them to get his TL benefit, right? It's why people that play Salamanders use him in a Company Heroes squad to take advantage of his ability to hold objectives. Yes, as I pointed out putting him in an Infernus Squad does ensure there's at least one unit always within range though. But that's your answer. The Company Heroes. Four bodies that don't really synergize with anything He'Stan does and don't have an invlun or a FNP. For just over a hundred points. Four bodies that will evaporate, unless you waste He'Stan out on the edges. Meanwhile the 10 Infernus marines are 10 bodies, 11 counting the Ancient. Have 30+ OC - All 20+ wounds get the 4+++ FNP, He'Stan STILL gets to do his FNP and OC stuff, PLUS he gets to do his Twin Link boost AND you can add a second LEADER who can take an enhancement (Which Company Heroes and He'Stan can't) That's why you say nobody would ever want to attach He'Stan to an Infernus Squad. Because he can attach to Company Heroes. That a lot of people don't like, and limits He'Stan hard. Link to comment https://bolterandchainsword.com/topic/387161-need-help-constructing-a-salamanders-army/page/2/#findComment-6146398 Share on other sites More sharing options...
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