Switch Theme:

Broken Salamander death drops.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Sneaky Sniper Drone




Noticed my first borderline broken unit in the new dex. First step run a Salamander detachment (reroll to wound and reroll successfull armor saves against flame weapons.) take as many assault squads as you can (5 men only.) take 2 flamers and give up the jump packs for a free drop pod. Comes out to 95 points a squad including the pod. Turn one you land due to drop pod assault. I haven't run the numbers for all units but against Marines you will get ((1/2)+(1/2)-(1/­2)^2) wounds as T4 vs S4 with rerolls or a .75 chance to wound. Then only 4/9 of those wounds are saved due to rerolls. This means ~40% to kill a marine if he is under the template. Assume that you get a conservative 4 Marines under each template that means 8 hit and ~3.5 dead as well as ~1 from the drop pod bolter and other marine bolters. At meaning a likely 5+ dead Marines killed by an alpha strike assuming no gear is taken those 5 cost at least 70 points.

This ignores their main role of clearing backfield objective chaff which they also shine at I would probably reccomend a melts bomb as well.
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

I though Salamanders got to re-roll THEIR armour saves against flame weapons? I haven't got codex yet though, but this sounds nasty!

 
   
Made in us
Bounding Assault Marine




Nocturne

 ALEXisAWESOME wrote:
I though Salamanders got to re-roll THEIR armour saves against flame weapons? I haven't got codex yet though, but this sounds nasty!


You're right, Salamanders re-roll failed to wound with flamers they shoot, then re-roll failed armour saves on flamers shot at them. This doesn't mean OPs unit isn't a good idea though, just not broken like he thought.

Sun Tzu "All warfare is based on deception"

Into the Fires of Battle! Unto The Anvil of War!

2500 pts
1500 pts
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Its pretty damn cheap for 5 guys with 2 twin-linked flamers dropping down on turn 1. And the other 3 guys have 2 CCWs for some minor melee threat.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Gangly Grot Rebel



Scotland

Nice and cheap, but the ability is no different (even somewhat nerfed) from what Vulcan brought in the 5th edition 'dex.

I'm a god damned sexual Tyrannosaurus.
 
   
Made in us
Judgemental Grey Knight Justicar






Yeah, not really new. Salamanders were pretty nasty (IMO) with the last Codex, I would expect no less from Vulkan and his boys this go-round.


 
   
Made in us
Longtime Dakkanaut




Indiana

Yea, it is still a pretty solid idea, especially with all of the armies that are clustered up behind an aegis. or hiding in cover.

I plan to bust out the heavy flamers on my sternguard, especially now that they are 10 points cheaper than they used to be.

Two heavy flamers will really help deal with that tau menace(stupid riptides). If I can eliminate a lot of the higher volley of fire dudes(looking at you ethereal) it will be much easier to deal with the AP2 guys(looking at you centurions).

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

jamin484 wrote:
Nice and cheap, but the ability is no different (even somewhat nerfed) from what Vulcan brought in the 5th edition 'dex.
95 point ASM with 2 specials configuration is new. Old book you probably had to throw down 150+pod to get 10 marines to get your special and combi-flamer. This isn't revolutionary but it is certainly a good tool.

This message was edited 1 time. Last update was at 2013/09/07 21:54:58


ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

The only real issue is that you've burned your fast attack slots on 3 cheap throw away units. If you don't want to take speeders, bikes, or flyers its not a big deal, but that could be something to consider.

At 2k+ it could be nasty though. 6 toss away pods coming down first turn could seriously tie the enemy up for only 570ish points. Can assault marines take Meltaguns now? if so it also has anti-tank applications.

Just watch out for massed interceptor.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Blood Angel Terminator with Lightning Claws






 Grey Templar wrote:
The only real issue is that you've burned your fast attack slots on 3 cheap throw away units. If you don't want to take speeders, bikes, or flyers its not a big deal, but that could be something to consider.

At 2k+ it could be nasty though. 6 toss away pods coming down first turn could seriously tie the enemy up for only 570ish points. Can assault marines take Meltaguns now? if so it also has anti-tank applications.

Just watch out for massed interceptor.


Sadly looks like you can't give the SGT a combi-melta. But you can give him meltabombs....

And WOW, looks like Vanilla ASM might FINALLY be useful (For Salamanders at least)!!!

This message was edited 2 times. Last update was at 2013/09/07 22:38:21


GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in us
Crazed Cultist of Khorne




Honolulu, HI

I'd rather drop in LS with 2 tl h flamers 60pts each. Or run double mm for 70 each & eat armor for lunch. Also bike squads are more useful too IMO. But this is all the same as 5th. Nothing new & they are still very good.

GO NINERS! 
   
Made in gb
Gangly Grot Rebel



Scotland

 Fulcrum wrote:
I'd rather drop in LS with 2 tl h flamers 60pts each. Or run double mm for 70 each & eat armor for lunch. Also bike squads are more useful too IMO. But this is all the same as 5th. Nothing new & they are still very good.


Yeah me too mate. Heavy flamers have so much more utility.

For a cheap throwaway unit it is excellent, and I would certainly consider them if I were to take salamanders. Assault marines may be viable at those prices, salamanders or not!

I'm a god damned sexual Tyrannosaurus.
 
   
 
Forum Index » 40K General Discussion
Go to: