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. |
|
 |
![[Post New]](/s/i/i.gif) 2010/07/29 15:11:31
Subject: Salamander Army
|
 |
Space Marine Scout with Sniper Rifle
|
Hey people can you give me an insight on a salamander army I need some help!!! If you are using a salamander army pictures could help and Thank you every one!!!
|
This message was edited 1 time. Last update was at 2010/07/29 15:14:08
Here come the Salamanders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/29 15:39:07
Subject: Salamander Army
|
 |
Warplord Titan Princeps of Tzeentch
Pat that askala, O-H-I hate this stupid state
|
Welcome to dak dakยก OH GOD FIRE BREATHING SALAMANDERS!!!!
|
Then it comes to be that the soothing light at the end of your tunnel, its just a freight train coming your way!
Thousand Sons 10000
 Grey knights 3000
Sisters of battle 3000
I have 29 sucessful trades where others recommend me.
Be sure to use the Reputable traders list when successfully completing a trade found here:
Dakka's Reputable Traders List |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/29 15:57:02
Subject: Salamander Army
|
 |
Mighty Brass Scorpion of Khorne
|
Hey
Welcome to Dakka!
My advice is simple, get Vulkan, get lots of flamers, get lots of meltas!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/29 16:03:59
Subject: Salamander Army
|
 |
[DCM]
.
|
Moving to the TACTICS forum...
Now, be kind to this young soul!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/29 16:25:24
Subject: Salamander Army
|
 |
Human Auxiliary to the Empire
|
Land speeder's with Multi-Melta's are always good in a salamnders army because they can goi whizzing around killing everything
|
Walk softly..... And carry a big gun..... |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/29 16:30:51
Subject: Re:Salamander Army
|
 |
Navigator
|
Welcome to dakka Rene. I do play a Salamander army from time to time and have had some great success with it.
Yes, unfortunately any competitive "Salamander" army should use Vulkan and somewhat abuse his force multiplier.
For just starting out I would worry about your core/scoring units first. That role is specifically taken up by tacticals mostly. Normally, I would run a pack of 10 with a heavy weapon and a special (flamer or melta) and combat squad them into a razorback. Gives you two scoring units for the price of one and you can have a home base objective holder and a mobile one to grab your opponent's objectives.
If tacticals are your anvil, TH/SS terminators are your hammer (pun intended). I believe hammernators are the most brutal assault unit in the game right now (if math hammer is taken into account) and you're only making them better with Vulkan. I would throw them in a LR Redeemer to keep with the fluff with Vulkan (no Vulkan does not buff the flamestorm).
If you're looking for other things to try, I like to run Ironclads with 2xHF in drop pods. They'd come down turn 1 and cook anything not in a transport. If you run 2 grab a tactical squad with melta/combi-melta in one too, so you can drop two drop pods initially. People will say speeders with MM/HF are good choices and I would agree with them for the most part.
Hope that helps and good luck.
|
This message was edited 1 time. Last update was at 2010/07/29 16:31:18
It's all fun and games until someone loses an eye....then you have an eye to play with!
w/t/l
BA: 23/2/1
IG: 14/2/2
Salamanders: 21/4/3
Chaos: 5/0/4
SoB: 11/3/3 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/29 17:59:19
Subject: Salamander Army
|
 |
Space Marine Scout with Sniper Rifle
|
Thanks Alpharius. The Vulcans are they expensive how much on average do they cost?? same with the Multi-Melta. Because I'm strapped for cash!!!!
|
This message was edited 1 time. Last update was at 2010/07/29 18:00:54
Here come the Salamanders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/29 18:17:35
Subject: Salamander Army
|
 |
Thinking of Joining a Davinite Loge
|
The Vulkan model will run about $20. I myself run a salamanders knockoff. In a standard 1850 I run 3 tactical squads in rhinos, 5 Hammernators in a LRR w/ MM, 2 MM/HF Speeders, 2 Vindicators. For my last heavy support I either run a TFC, or shave some points off of my transports and vindis by removing dozer blades and run an AC/LC pred to pop transports.
I would imagine that drop podding vanilla dreads w/ MM/HF would be good and might eliminate the need for the speeders if you drop 2 or 3.
|
Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/29 18:22:42
Subject: Re:Salamander Army
|
 |
The Conquerer
Waiting for my shill money from Spiral Arm Studios
|
Run all your tac squads with Combi-flamers and flamers OR Combi-Melta and Meltagun. have Lascannons as the heavy weapon(MMs are too stationary and short ranged to do anything besides area denial)
Ironclads with 2 flamers.
Dreadnoughts with MM and HF.
Sternguard with 2 HFs and 8 Combi-flamers OR 2 Meltaguns and 8 combi-meltas.
Command squad with 4 Meltas or Flamers and a captain with TH and Combi-melta or combi-flamer.
TH/SS terminators.
these are all good Salamander units.
|
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!!! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/29 18:43:49
Subject: Salamander Army
|
 |
Space Marine Scout with Sniper Rifle
|
Thanks pdawg517 for the cost of the Vulcan.
|
Here come the Salamanders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/29 19:31:47
Subject: Salamander Army
|
 |
Thinking of Joining a Davinite Loge
|
You might find the model cheaper on ebay. Just be sure to spell it correctly. Vulkan He'stan when searching!
|
Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/30 15:46:14
Subject: Salamander Army
|
 |
Space Marine Scout with Sniper Rifle
|
Okay thanks!!
|
Here come the Salamanders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/31 00:41:40
Subject: Re:Salamander Army
|
 |
Longtime Dakkanaut
|
Also, vulcan really only starts to shine in bigger armies, the more points the better he is. For low point games he is a bad HQ choice.
As for units:
Stenguards with combiflamers are great but require locator pods and a gating libby to truly shine so sterns arent for all builds.
Terminators, go for hammers ang go for BIG squads. 5 are worthless and will not do a proper job vs their intended targets like deamon princes of doom and tyranid monsters.
Tacs:
Never, ever take any melee weapon on the seargents. Tacs are mediocre can-do-all units that arent good at anything. They will always get outshot and outmeleed by your opponents specials.
Tacs are used as objective grabbers and support units for the real hitters in your army. Having a tac tid in melee is loosing mobility of an objective grabber and being stuck in a loosing war.
Throwing points on an expensive powerfist for a unit that absolutely suck in melee is a waste. Use your dedicated melee for melee and tacs as support.
The only wargear worth taking for a tac sergeant in a sallie army are combi bolters. With a pod it gives your tac one extra flame template or melta shot with rerolls on drop.
Flamers and meltas:
Pods are your friend and tacs in pods are even better. Try to stay away from dreads, even in pods, one lucky heavy weapon will kill a dread but not a tac and a dread can be swamped by dirt cheap wheenies like grots, orks, gaunts etc and with the dreads pathetic melee capabilities will be stuck in a pointless melee all game.
Dreads are good massed in pods, otherwise no.
Speeders with MM and HF are a popular choice, the upside is mobility and variety, the downside is they are super fragile and die very easy.
Attack bikes: Always use the MM. Upside is cheaper then the speeder, more durable, just as mobile and CAN tie up enemy units in assault if needed (like firewarriors, IG squads with nasty weapons etc) contrary to the speeder. Drawbacks are marginally more voulnerable to low S small arms and cant choose from two different weapons.
Tanks:
Nothing special to add here except fluff. The Salamanders can be argued, have a very big motor/tank/dread pool to use.
A good Salamanders army usually consists of the unfluffy bikes/attackbikes/speeders as late game mobile tank/infantry hunters.
A large amount of hammer terminators for heavy melee that the flamers cant handle or teleport to where they are needed (pods have locators).
Podded tacs/dreads and other flame and melta shooters that whack tanks and infantry turn one.
These three aspects should be used as a core in your army, anything on top of this is based on preference and fun and maybe fluff but this will be a very strong foundation for a sallie army.
What isnt fluffy:
Speeders, bikes, attackbikes.
What is fluffy:
"Hi tech" wargear and equipment. Terminators of all kinds, sternguards, tanks and techmarines, especially the whirlwind is very fluffy for the salamanders since they were the first legion that truly used them en masse.
Flamers, melta weapons and hammers are also fluffy as are added wargear for your HQs and squad leaders.
|
Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/31 02:50:12
Subject: Re:Salamander Army
|
 |
Thinking of Joining a Davinite Loge
|
I have to disagree that 5 hammernators are worthless. IMO, 5 is a good number for any list lower than 2000. They are a fairly cheap hammer unit that stomps almost anything in combat if they charge yet are not expensive enough to labeled a deathstar unit. Now in a 2500 point list I would definitely run 10. But my list is mech so I have to have points for the LR to deliver them. As for MM bikes and speeders, each unit has their strengths and weaknesses. Personally I prefer the speeders simply because the option to deepstrike has proved invaluable in many cases. I would decide before you buy if you want to go mech or drop pod. If you go the drop podding way then I would run 10 assault termies coming in off a beacon. They will get shot at so the higher numbers should help out. If you go mech, then 5 and a LR should do you just fine in 1500 to 2000 point levels. The trick with hammernators is go after the enemies big stuff like MC's, Nobz, etc. Units like gaunts and ork boyz are what kill hammernators through sheer number of attacks. I like to use the PF's in tactical squads because I usually end up locked in assault with MC's or a walker somehow. I wouldn't say tacticals suck at CC. They can beat most basic things at CC. The trick with tacticals is shoot the assaulty stuff, and assault the shooty stuff. Tactical squads are jack of all trades and master of none.
|
This message was edited 3 times. Last update was at 2010/07/31 05:08:13
Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/31 12:48:09
Subject: Re:Salamander Army
|
 |
Longtime Dakkanaut
|
Reason why a 5 man termie squad suck against the thing they are designed to beat is that they will loose 2-3 models, THEN hit back and those attacks will not be enough to kill of that deamon prince or tyranid monster.
Whereas a larger squad can take those losses and then proceed to steamroll over anything they are tied in melee with.
Plus, a 10 man hammer squad is unparrarelled in defending a line, you can string them out in a 30-ish inch line with coherency and they can react to any threat approaching along that line and counterassault.
A 5 man termie squad just sits in a place without any real defensive reach.
|
Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/31 14:01:18
Subject: Re:Salamander Army
|
 |
Stubborn Dark Angels Veteran Sergeant
Lost in the warp while searching for a new codex
|
Pyriel- wrote:Reason why a 5 man termie squad suck against the thing they are designed to beat is that they will loose 2-3 models, THEN hit back and those attacks will not be enough to kill of that deamon prince or tyranid monster.
Whereas a larger squad can take those losses and then proceed to steamroll over anything they are tied in melee with.
Plus, a 10 man hammer squad is unparrarelled in defending a line, you can string them out in a 30-ish inch line with coherency and they can react to any threat approaching along that line and counterassault.
A 5 man termie squad just sits in a place without any real defensive reach.
yay for hyperbole? a DP will kill roughly 0.75 TH& SS terminators, which will then inturn cause roughly 3.5 unsaved wounds on the DP without Vulkans ability. With Vulkan you have a high chance of killing him before any fearless wounds are even considered.
Assault Termies without a transport does not work nearlly as well as those with a transport, especially not for a Vulkan army that relies on getting close. So what if you have a large defensive reach, I dont have to get close to you. You have to get close to me or I will shot you out of the sky.
As for the Speeder vs Attackbike, the Bike is more fragile than the speeder vs most kinds of weapons (auto cannons being one of the few exeptions). Bikes are easier to hide tho but can not be used to block movement, speeders can block LRs et all, bikes can not.
|
I cannot believe in a God who wants to be praised all the time.
15k
10k |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/31 15:32:46
Subject: Re:Salamander Army
|
 |
Thinking of Joining a Davinite Loge
|
I think you need to check your mathhammer pyriel. You wouldn't believe how many tyranid MC's I have beat down in a single game and lost 2-3 in the course of a whole game. In a single game I lost 3 to a Trygon Prime, a Mawloc, a carnifex, and a flyrant. Pyriel- wrote:Reason why a 5 man termie squad suck against the thing they are designed to beat is that they will loose 2-3 models, THEN hit back and those attacks will not be enough to kill of that deamon prince or tyranid monster. Whereas a larger squad can take those losses and then proceed to steamroll over anything they are tied in melee with. Plus, a 10 man hammer squad is unparrarelled in defending a line, you can string them out in a 30-ish inch line with coherency and they can react to any threat approaching along that line and counterassault. A 5 man termie squad just sits in a place without any real defensive reach. I hate saying this, but if you are playing a defensive line with hammernators then you are just playing them wrong. They are a strong offensive unit. If you just sit them back to defend then you are wasting 400 points. For 400 points I can get a ton more dakka that will sit back and do way more. I bet my 5 hammernators coming out of a LR will do more than a 10 strong squad DSing. The LR gives you the ability to have about a 21" assault range and pick your battles while keeping them safe.
|
This message was edited 1 time. Last update was at 2010/07/31 15:35:08
Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/31 16:12:45
Subject: Salamander Army
|
 |
Annoyed Blood Angel Devastator
|
Ally in some sisters of battle with their fire fetish and vulkan makes for some mean min/max shenanigans
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/31 16:31:44
Subject: Salamander Army
|
 |
Stubborn Dark Angels Veteran Sergeant
Lost in the warp while searching for a new codex
|
Slick wrote:Ally in some sisters of battle with their fire fetish and vulkan makes for some mean min/max shenanigans
Relying on a crutch that will be gone soon is not a great way to build your army...
|
I cannot believe in a God who wants to be praised all the time.
15k
10k |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/31 17:18:05
Subject: Salamander Army
|
 |
Thinking of Joining a Davinite Loge
|
Even if it wasn't going away, I'm still not a huge fan of allies. It is quite different in apocalypse, but in a normal game one should have the tools to win a game in their codex. The whole mystics being taken in every IG army is quite ridiculous and honestly I feel like it is/was a crutch. Now in apocalypse I say take as many allies as you want though I prefer to only use 2 codices at max when I play apoc.
|
Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/07 14:13:25
Subject: Salamander Army
|
 |
Space Marine Scout with Sniper Rifle
|
Thanks all of the things should help me start!!
|
Here come the Salamanders |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/07 15:42:20
Subject: Salamander Army
|
 |
Eternally-Stimulated Slaanesh Dreadnought
|
vulkan does not buff allied sisters.
his rule says that models with chapter tactics get the benefit.... sisters do not have chapter tactics and are unaffected. That's true of all sm characters and all allies btw
AF
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/07 20:27:19
Subject: Salamander Army
|
 |
Junior Officer with Laspistol
|
@Pyriel: why aren't speeders and bikes "fluffy?" Do you have a citation from current books?
|
Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/08 02:01:13
Subject: Re:Salamander Army
|
 |
The Conquerer
Waiting for my shill money from Spiral Arm Studios
|
its probably because the Sallies are known for being very methodical and ponderous.
something that doesn't exactly conjour up visions of bikes and speeders running around.
Speeders and bikes can benifit greatly from Vulkans abilities so it really doesn't matter.
IMO: anything with a melta or flamer is fluffy for Sallies.
|
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!!! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/08 03:55:26
Subject: Salamander Army
|
 |
Rotting Sorcerer of Nurgle
|
I think AF is incorrect.
By his reasoning, then Land Speeders, Dreads, Allies, and other units without Chapter Tactics would not get Vulkan's benefit.
So, from what I can see in the RAW, allies do get the benefit.
I've looked in the SM FAQ and the DH/WH FAQ's and they do not cover this.
______________
As one can see, Sallies are a close range fighting army.
As such, you should be very comfortable with guestimating 6" and 12" with them.
Loading up on the beneficial weapons is obviously a good suggestion.
If you go the route of Termies in raider as your hammer. Just don't play to relying on it. In general it is quite a big basket of eggs.
I like Vulkan and Bikers combo, but best results at high point games.
|
This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/08 16:16:01
Subject: Salamander Army
|
 |
Junior Officer with Laspistol
|
Sanctjud has it right.
|
Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
|
|
 |
 |
|