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Need Help Constructing a Salamanders Army


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8 hours ago, Tacitus said:

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.

Have you actually used Company Heroes with Vulkan? They absolutely synergize. 

1. Provide a blanket -1 to wound means you don't need an Invuln or a FNP.

2. Those four bodies with the -1 to wound also have 4 wounds a piece. You certainly don't think it's JUST the 2+ save that makes them really hard to kill, right? Infernus are NOT more durable for the price even when buying the extra bodies unless you're going into D4 specifically. 

3. They also synergize with what range they want to be in. Want to stay out of sight period? Perfect, you have OC19 on a single point with just five models. Want to just stay at range? You have two range weapons and the Flamer. Need to be in melee? You got the Champ and Vulkan to go after infantry with the rest being cheaper bodies that, once again, don't die. 

 

It's legit the one place Vulkan goes where he makes any sense due to the fact his rules would be a perfect Lone Op. 

13 minutes ago, HeadlessCross said:

Have you actually used Company Heroes with Vulkan? They absolutely synergize. 

1. Provide a blanket -1 to wound means you don't need an Invuln or a FNP.

2. Those four bodies with the -1 to wound also have 4 wounds a piece. You certainly don't think it's JUST the 2+ save that makes them really hard to kill, right? Infernus are NOT more durable for the price even when buying the extra bodies unless you're going into D4 specifically. 

3. They also synergize with what range they want to be in. Want to stay out of sight period? Perfect, you have OC19 on a single point with just five models. Want to just stay at range? You have two range weapons and the Flamer. Need to be in melee? You got the Champ and Vulkan to go after infantry with the rest being cheaper bodies that, once again, don't die. 

 

It's legit the one place Vulkan goes where he makes any sense due to the fact his rules would be a perfect Lone Op. 

No they don't synergize.  Which is obvious by the fact that your plan is to sit him on an objective out of sight giving up everything he does except OC - which doesn't matter when you're unopposed out of sight. 

1) Yeah, you do.  As much as you always/ever do on the Gimmick Guy's bodyguard.

2) Company Heroes have a 3+ save not a 2+.

3) No they still don't synergize.  If you leave him out of sight, he's not doing anything. You did see his ability requires LOS right?  And why would you spend all those points on He'Stan to do nothing?  A normal Captain can sit on an objective out of sight with Company Heroes and still cap the objective for 20 points cheaper.  You cannot add a second LEADER to Company Heroes.  There is no way to get an Enhancement (except MAYBE the rare AURA enhance) to touch He'Stan while he's attached to Company Heroes.  Putting an Epic Hero in Company Heroes is rarely the most potent option.  Meanwhile putting him in the Infernus Squad with the attached Ancient enhanced with Immolator also hits He'Stan.  And that Ancient has a power weapon to help He'Stan chop.  Why wouldn't you want He'Stan in melee or near melee?  He has no range beyond 12" the same as the Pyreblasters and you absolutely want to poke things with his spear as often as you can, in-between burning a hole in stuff. 

How does this work for a 1000 point list?

 

I can swap the Drop Pod for a Lieutenant with Combi-Weapon. They are both 70 points. 

 

Scavengers

990 / 1000 pts

Configuration

Battle Size

Incursion (1000 Point limit)

Detachment

Forgefather's Seekers

 

Epic Hero

 

Vulkan He'stan

100 pts

Warlord

 

Character

 

Ancient

60 pts

Immolator, Power Weapon

 

Librarian in Phobos Armour

85 pts

Forged in Battle

 

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

 

Infantry

 

3 Eliminator Squad

85 pts

• 2x Eliminator: Las fusil

• 1x Eliminator Sergeant: Las fusil

 

3 Eradicator Squad

90 pts

• 2x Eradicator

 

10 Infernus Squad

180 pts

• 9x Infernus Marines

 

Vehicle

 

Brutalis Dreadnought

160 pts

Brutalis Fists & Brutalis Bolt Rifles, Twin Multi‑melta

 

Dedicated Transport

 

Drop Pod

70 pts

1000067732.jpg

  • 3 weeks later...
On 12/10/2025 at 6:30 PM, Tacitus said:

No they don't synergize.  Which is obvious by the fact that your plan is to sit him on an objective out of sight giving up everything he does except OC - which doesn't matter when you're unopposed out of sight. 

1) Yeah, you do.  As much as you always/ever do on the Gimmick Guy's bodyguard.

2) Company Heroes have a 3+ save not a 2+.

3) No they still don't synergize.  If you leave him out of sight, he's not doing anything. You did see his ability requires LOS right?  And why would you spend all those points on He'Stan to do nothing?  A normal Captain can sit on an objective out of sight with Company Heroes and still cap the objective for 20 points cheaper.  You cannot add a second LEADER to Company Heroes.  There is no way to get an Enhancement (except MAYBE the rare AURA enhance) to touch He'Stan while he's attached to Company Heroes.  Putting an Epic Hero in Company Heroes is rarely the most potent option.  Meanwhile putting him in the Infernus Squad with the attached Ancient enhanced with Immolator also hits He'Stan.  And that Ancient has a power weapon to help He'Stan chop.  Why wouldn't you want He'Stan in melee or near melee?  He has no range beyond 12" the same as the Pyreblasters and you absolutely want to poke things with his spear as often as you can, in-between burning a hole in stuff. 

1. The objective taking IS Vulkan's primary role. It enables the rest of your list to not need to worry about keeping an objective, because Vulkan and crew will do it just fine. 

2. The 2+ comment was referring to something else. 

3. You're under the assumption he'll never have LoS ever because he's sitting on an objective and that's strictly untrue, especially with the fact an opponent HAS to try and get close to him to take an objective. That solves your problem of "what about his limited range".

 

Also......the Ancient having a Power Weapon is really your defense of an Ancient? Black Templars get access to an Ancient with a D2 Power Weapon on top of a detachment where Ancient units all get -1 to wound vs bigger weapons, and nobody is clamoring about that. You just seem offended by the fact Vulkan synergizes with Company Heroes for some reason. I'd highly recommend you try them. 

7 hours ago, HeadlessCross said:

1. The objective taking IS Vulkan's primary role. It enables the rest of your list to not need to worry about keeping an objective, because Vulkan and crew will do it just fine. 

2. The 2+ comment was referring to something else. 

3. You're under the assumption he'll never have LoS ever because he's sitting on an objective and that's strictly untrue, especially with the fact an opponent HAS to try and get close to him to take an objective. That solves your problem of "what about his limited range".

 

 

1)  Beat Sticking on a central objective where he can use his FNP (which is why the Ancient Synergizes with him giving a FNP to the Squad.  And OC 3  see how that works?  Its called SYNERGY) and Squad Buffing is Vulkan's primary role.   Vulkan and Company Heroes checks in at 205 points for a price tag.  On an objective you expect to be left alone for most of the game.  Meanwhile you can secure it for most of the game with 75 points of Assault Intercessors - who will then get to reroll wounds.  Infiltrate onto it with infiltrators who then also get to exclude deep strike shortcuts for 100 points,  3 Eliminators and a Phobos Libby are only 155 Points.   A Regular Captain and your Company Heroes are also cheaper at 185.   And they all allow an enhancement that would be annoying way out in the boonies like Forged in Battle.  At no point is throwing away a more expensive beatstick buffer - on an isolated objective -  At not point is that efficient. 

2)  Oh yeah?  What exactly?

Quote

Have you actually used Company Heroes with Vulkan? They absolutely synergize. 

1. Provide a blanket -1 to wound means you don't need an Invuln or a FNP.

2. Those four bodies with the -1 to wound also have 4 wounds a piece. You certainly don't think it's JUST the 2+ save that makes them really hard to kill, right? Infernus are NOT more durable for the price even when buying the extra bodies unless you're going into D4 specifically. 

Which other "Company Heroes with Vulkan" unit were you talking about that gets 4 Models, -1 to Wound, 4 Wounds per model, AND a 2+ Armor Save?

 

3)  I'm under the assumption he'll never have LOS because that was literally the plan.  Put him somewhere out of LOS to camp an inconvenient objective.  The LOS he needs to use his squad buffing.  Which has nothing to do with his "limited range".  He has to see the unit he gives the Torent/Melta bonus to.  Which he can't do if he can't see the units the flamer and melta dudes are going to shoot at.   

 

Quote

Also......the Ancient having a Power Weapon is really your defense of an Ancient? Black Templars get access to an Ancient with a D2 Power Weapon on top of a detachment where Ancient units all get -1 to wound vs bigger weapons, and nobody is clamoring about that. You just seem offended by the fact Vulkan synergizes with Company Heroes for some reason. I'd highly recommend you try them. 

No my defense of the Ancient is that he's an attachable leader who both ALSO buffs the attached unit, AND can carry the Enhancement for Torrent Weapons that are buffed by Vulkan.  The power weapon is simply gravy. 

 

At some point are you planning on knowing what you're talking about here?  Do you not know what synergize means? 

Quote

Synergy: 1) the interaction or cooperation of two or more organizations, substances, or other agents to produce a combined effect greater than the sum of their separate effects:

Just in case I'll lay out all the synergy for you:

 

Vulkan, Ancient, and a buncha Infernus Squad.

Infernus start at OC1.  Vulkan makes all of them (The Infernus) OC2.  The Ancient Makes them OC3.  Two or more agents produce a compbined effect greater than the sum of their separate effects.

While in range of a selected objective (Select the center or other bloodbath one) Vulkan gets (OC10) and a 2+/4++/4+++ save.  The Ancient gives everyone (as long as they're in the center or near an objective) their own 3+/4+++ FNP.  Synergy.  All the buffs layering and working together to make the combined unit much stronger. 

 

Vulkan, Company Heroes.  Vulkan gets -1 to hit and everything above.  The Company Heroes get to be deployed because a Captain is attached.   Vulkan can't buff the heroes.  NOT Synergy. 

Im very much a fan of burning everything and ive been trying to build something too. Probably wont be effective via points but will be fun blasting things. Its over points so ill need to rearrange things.

 

Forgefather

Adrax

Cpt w/JP

Librarian

Vulkan

2xIntsx5

3xPods

Impulsor

BGVx6

Infernusx10

2xInfernusx5

SGVx10

VVx10

2xVindicator

2085pts

 

Some tactics/notes here. Ive always been a fan of drop pod assaults and I feel getting needing to be up close and personal is a good use for them. Could drop the Libby or a unit of Ints for points. One main tactic is the VV all have hand flamers including the Captain. The Captain also has the Immolator enhancement for the unit getting 11d6+11 shots. Vulkan points out a target, use Immolation Protocols on the VV unit, one shot pretty much anything via Dev Wounds. 

 

Vulkan with the unit of 10 Infernus in a Pod. One Infernus in the Impulsor to yeet up the board as a distraction and mobile bbq wagon. Adrax + BGV + the other unit of 5 Infernus in another Pod. SGV in the last Pod. 

 

Dropping in SGV into rapid fire range and blasting away with rifles will generate more Dev Wounds and I like the pyrecannon here for overwatch. 

 

Adv + shoot Vindicators are just nasty no matter what.

 

Sounds fun on paper. I need to play out some TTS games to test things out.

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