Switch Theme:

salamanders  [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
Roarin' Runtherd





Monroe, WA

I'm in the process of taking the SM from 2 AOBR sets and turning them into my first WH40k army. I'm aiming to make a salamanders army and I'm just looking for advice on any units that have worked well for other players in the past and what shades of paint tend to work well for the look of the army (I painted a dread knarloc green and had to repaint it ). Any help you can give me is greatly appreciated.

~500 and growing
~500 and growing
~250 and growing
green is best

Kain on Tzeentch:
The negative so far outweighs the positive that it creates a vicious cycle, with Chaos ensuring more bad things(TM) and largely only bad thigs happen. The fact that the major Xenos are mostly donkey-caves doesn't help, especially since the Imperiumis in turn, a bunch of donkey-caves.
Thus Tzeentch, god of donkey-caves, is the most generally successful. Because out of this huge pile of donkey-caves, none are more dickish than the great blue Jerk.  
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Well I find, with Space Marines, the Venerable 'Rifleman' Dreads work well.

a Chapter master with orbital bombardment is fun to play around with if you like random outcomes.

Termoinators with Thunderhammers and Stormshields are a solid unit.

Tactical squads are going to be your all around troop choices. The Scouts are okay for their points, but the Tac Marines with the Missile launcher are a bit better for the points.

Devistator squads with 3 or 4 missile launchers work well.

A librarian can enhance your gunline with a Psychic power that gives a 5++

and predators or vindicators are a solid choice as well.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Longtime Dakkanaut




West Midlands (UK)

So.. 2 AOBR give you 20 Marines, 10 Tac-Termies, 2 Captains and 2 Dreads, right?

Some suggestions to leverage that would be

- I think useful additions could be 1 box of Assault Termies. As you probably don't want 10 Tac-Termies, you can use the spare weapons from the Assault Terminator box and the 10 Tac-Termies from ABOR to build yourself 5x LC-Terminators, 5xTH/SS-Terminators & 5x Tac-Terminators. Those should last you a while.

- 1 -2 Rhino's and/or Razorbacks to transport your Marines are also a good investment. As always, buy the Razorback box even if you want only a Rhino as you get more for the same cash.

- Buying 5-man box of Devastator can be used to make yourself a 10-man unit of Devastators with 5 Tac-Marines from AOBR.

- The AOBR-Dreads are close-range stuff. A Drop Pod could help them get where you want them. Alternatively, you could try to scavange for more long-ranged weapon bits and build them with autocannons, possibly Las-cannons/Missile-Launcher instead. Alternatively, you could also buy another Dread-box and use spare-weapons to make yourself 3 better Dreads. You'd be stuck however with 3 Dreads and 15 Termines which you cannot all use in one army/FoC unless you also get a Master of the Forge (Techmarine) as HQ (which wouldn't be unfluffy for Salamanders).

Assemble, paint & play and see what you like.



This message was edited 2 times. Last update was at 2011/12/23 21:35:10


   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

DeathReaper wrote:Well I find, with Space Marines, the Venerable 'Rifleman' Dreads work well.

a Chapter master with orbital bombardment is fun to play around with if you like random outcomes.

Termoinators with Thunderhammers and Stormshields are a solid unit.

Tactical squads are going to be your all around troop choices. The Scouts are okay for their points, but the Tac Marines with the Missile launcher are a bit better for the points.

Devistator squads with 3 or 4 missile launchers work well.

A librarian can enhance your gunline with a Psychic power that gives a 5++

and predators or vindicators are a solid choice as well.

Gonna have to disagree on a few points here. Chapter masters are a complete and total waste of points. You need to stand still to call in that single orbital bombardment, and you want to be moving with him every turn. If he's not fighting in close combat, he's wasting his points. Also, venerable isn't necessary on riflemen. Rifleman dreads are as netlisty and liked as they are because they're cheap; venerable makes them too expensive. Also, they're already twin linked and don't really need the BS5 that much. Librarians shouldn't be enhancing gunlines; they should be giving a 5++ to units that need it out in the front lines. Marines don't do gunlines terribly well.

OP, to buff your collection, you could definitely use some heavy weapons for your Terminators. Get some assault cannons or cyclone missile launchers and convert up two to carry heavy weaponry. I'd also get two rhinos to give your tactical Marines some mobility. Finally, to make them more "Salamandery" or what have you, get Vulkan and some TH/SS assault Terminators and run them in a Land Raider Crusader or Redeemer. Have this be your big assault unit, and use his army-wide ability to buff the flamers in your tac squads and meltas on your dreads and Land Raider. This is enough to get a solid foundation for an army and you can build from there afterwards.

Check out my Youtube channel!
 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Brother SRM wrote:Gonna have to disagree on a few points here. Chapter masters are a complete and total waste of points. You need to stand still to call in that single orbital bombardment, and you want to be moving with him every turn. If he's not fighting in close combat, he's wasting his points.

For the record I did mention 'fun to play around with' and nothing of competitiveness on the chapter master.

Brother SRM wrote: Also, venerable isn't necessary on riflemen. Rifleman dreads are as netlisty and liked as they are because they're cheap; venerable makes them too expensive. Also, they're already twin linked and don't really need the BS5 that much.

In your opinion.
I find the ven dreads I run into never die when I shoot them.
Also, the BS 5 helps when you slot an Assault cannon instead of the one Autocannon.

Brother SRM wrote: Librarians shouldn't be enhancing gunlines; they should be giving a 5++ to units that need it out in the front lines. Marines don't do gunlines terribly well.

They do gunlines well enough.

They are a solid army all around.

This message was edited 1 time. Last update was at 2011/12/25 21:05:25


"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

They do gunlines okay, but their numbers aren't high enough to really do an IG level gunline. They're designed as more of a strikeforce and do well in a mobile role. Then again, you can do a nasty mech gunline with them too. You are right in that they can do just about anything, it's just what they do well that's the question.

Venerable always seems like more of an upgrade for something that's in the front lines where it'll get shot with meltas, hit with fists, and so on. A rifleman can often sit in cover and be plenty durable without venerable rules.

Check out my Youtube channel!
 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Brother SRM wrote:Venerable always seems like more of an upgrade for something that's in the front lines where it'll get shot with meltas, hit with fists, and so on. A rifleman can often sit in cover and be plenty durable without venerable rules.


Yea, i can agree with that.

my opponent takes them fairly regularly, and I never manage to get the KP from them.

last game I had one Immobile, with both weapons destroyed and could not get that last Immobile/Weapon destroyed/destroyed result.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

The dreadnaught from the AOBR set is perfect for a Salamander army. Just chop off the storm bolter and add a heavy flamer. I just took two flamer bits and cut them from the IG bits, and glued them in place of the storm bolter barrel. Two twin linked weapons on one dread, perfect.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
Roarin' Runtherd





Monroe, WA

Thank you everyone for the tips so far.
Alot of the reason I got into salamanders was the prospect of having a kind of armored collumnarmy with dread escorts because even in dawn of war that kind of force always worked well for me. Ii like an army that I can divide into 2, 3 or 4 smaller forces for objectives without loosing potency in each force (im a little alpha legion like that) and then reunite without much trouble if needed.

~500 and growing
~500 and growing
~250 and growing
green is best

Kain on Tzeentch:
The negative so far outweighs the positive that it creates a vicious cycle, with Chaos ensuring more bad things(TM) and largely only bad thigs happen. The fact that the major Xenos are mostly donkey-caves doesn't help, especially since the Imperiumis in turn, a bunch of donkey-caves.
Thus Tzeentch, god of donkey-caves, is the most generally successful. Because out of this huge pile of donkey-caves, none are more dickish than the great blue Jerk.  
   
Made in au
Lady of the Lake






Then perhaps a Master of the Forge as well. While not optimal it allows for more Dreadnoughts in a list.

   
Made in us
Roarin' Runtherd





Monroe, WA

Hmm, I don''t have the codex yet but I'll definately look into him.
I'm also looking at having something of a pyramid of armor
Something like:
-1 land raider crusader
-2 battle tanks (predator and/or vindicator)
-4 dreads
-8 armored troop carriers (mix of rhinos and razorbacks)

~500 and growing
~500 and growing
~250 and growing
green is best

Kain on Tzeentch:
The negative so far outweighs the positive that it creates a vicious cycle, with Chaos ensuring more bad things(TM) and largely only bad thigs happen. The fact that the major Xenos are mostly donkey-caves doesn't help, especially since the Imperiumis in turn, a bunch of donkey-caves.
Thus Tzeentch, god of donkey-caves, is the most generally successful. Because out of this huge pile of donkey-caves, none are more dickish than the great blue Jerk.  
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

Well, the problem with that idea is it's a little illegal:
- The Land Raider and two battle tanks take up your 3 heavy support choices - that's fine! I would probably take 2 vindis or 2 preds though, and not one of each. That's just me though. If you take Terminators, you can use the Land Raider as a dedicated transport for them though, and free up a heavy support slot!
- 4 dreads uses 4 elites slots, and you only get 3! You'd have to cap off at 3 dreads, or take a Master of the Forge who would let you take them as heavy support choices in addition to elites choices.
- 8 APC's is a bit much - you can only take one per squad of troops generally, so even a big army might only have 4 or 5.

You should be fine though, most of what you want to do is perfectly legal in the codex, and actually pretty solid from a tactical/competitive standpoint.

Check out my Youtube channel!
 
   
Made in us
Roarin' Runtherd





Monroe, WA

Sweet!, it's actually more legal than I thought itd be.
Isn't there a unit you can take to have termies be a troop choice? Or am I just being crazy?

~500 and growing
~500 and growing
~250 and growing
green is best

Kain on Tzeentch:
The negative so far outweighs the positive that it creates a vicious cycle, with Chaos ensuring more bad things(TM) and largely only bad thigs happen. The fact that the major Xenos are mostly donkey-caves doesn't help, especially since the Imperiumis in turn, a bunch of donkey-caves.
Thus Tzeentch, god of donkey-caves, is the most generally successful. Because out of this huge pile of donkey-caves, none are more dickish than the great blue Jerk.  
   
Made in us
Tunneling Trygon





Bradley Beach, NJ

While painting, remember that their skin is pitch black and their natural eyes (not the ones on their helmets) are blood red. I'm a fan of the salamanders and this is a classic mistake that makes me cry myself to sleep at night.

Hive Fleet Aquarius 2-1-0


http://www.dakkadakka.com/dakkaforum/posts/list/527774.page 
   
Made in us
Roarin' Runtherd





Monroe, WA

Thanks Squid. Though i dunno why someone would pass on every helemtless character being that epic.


Automatically Appended Next Post:
I came up with this list that I think works:
-Assault Termies w/ LR Redeemer
-2 Preds or 2 Vindis
- Devastator squad w/ Razorback
-2 Dreads
-2, 10 man squads of Tacs w/ Flamers in Rhinos
-4, 5 man squads of Tacs 2 w/ Meltaguns and 2 w/ Las Cannons in Las Razorbacks
-Vulkan (with Termies)
-Librarian (with Devastator squad)
I'm not sure how I'd like to kit out the dreads and I'm not sure on points cost yet. That's due to waiting for my codex though.

This message was edited 1 time. Last update was at 2011/12/25 00:45:36


~500 and growing
~500 and growing
~250 and growing
green is best

Kain on Tzeentch:
The negative so far outweighs the positive that it creates a vicious cycle, with Chaos ensuring more bad things(TM) and largely only bad thigs happen. The fact that the major Xenos are mostly donkey-caves doesn't help, especially since the Imperiumis in turn, a bunch of donkey-caves.
Thus Tzeentch, god of donkey-caves, is the most generally successful. Because out of this huge pile of donkey-caves, none are more dickish than the great blue Jerk.  
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

Here's the thing with your list - I'm assuming the 5 man squads are 10 man squads split into two combat squads? In that case, sticking the 5 marines with the lascannon in cover while driving up with the melta guns in the razorbacks is a good call. What would you arm the devastator squad with? Multimeltas and missile launchers are sanely priced, but I wouldn't buy any other weapons for them really, aside from heavy bolters if you think you'll be fighting hordes. The librarian also doesn't compliment the devs in any way; stick him with one of the melta combat squads or with Vulkan and his buddies if you want him to be a little more useful. Librarians are best used in reasonably close quarters. Other than that, everything's gravy!

Check out my Youtube channel!
 
   
Made in us
Roarin' Runtherd





Monroe, WA

I was also curious about some painting and modelling tips for salamanders in particular. I really got into the full hobby start to finish.

~500 and growing
~500 and growing
~250 and growing
green is best

Kain on Tzeentch:
The negative so far outweighs the positive that it creates a vicious cycle, with Chaos ensuring more bad things(TM) and largely only bad thigs happen. The fact that the major Xenos are mostly donkey-caves doesn't help, especially since the Imperiumis in turn, a bunch of donkey-caves.
Thus Tzeentch, god of donkey-caves, is the most generally successful. Because out of this huge pile of donkey-caves, none are more dickish than the great blue Jerk.  
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

If you want an easy way to paint Salamanders, here goes:
- Prime the model black, using whatever spray primer (Primer! Not paint! There's a difference!) you like - I recommend Krylon.
- Paint the whole Marine with Dark Angels green. This is a basecoat to build your next green off of.
- Paint the whole Marine with Snot Green, leaving some Dark Angels green showing in recesses to give the model some shading.
- Highlight the very edges of the armor with Goblin Green; Scorpion Green is very, very bright, and looks a little too Tron-like for my tastes.
- Paint the bolters black, with gun metal barrels, magazines, etc. And highlight the edges with Adeptus Battlegrey.
- Paint the eyes yellow; Iyanden Darksun is a bit understated and will look good.
- Paint the shoulderpads black, but leave the trim green. If you want to paint the chapter logo or flames in the black field, that's up to you!

Check out my Youtube channel!
 
   
Made in us
Lone Wolf Sentinel Pilot






Philadelphia

This is how I paint my salamanders:

Black primer coat (I use Krylon, never had a problem)
1 coat of orkhide
2 coats of snot green
heavy drybrush of scorpion green
Paint the eyes blood red. I know GW does yellow, but I think it makes them look pale, and the red is so much more menacing.

This technique has served me really well, and looks great on marines and vehicles. Hope it helps!

 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

My problem with red and green is that it ends up looking too Christmas-y!

Check out my Youtube channel!
 
   
Made in us
Roarin' Runtherd





Monroe, WA

I rather like the contrast in red and green myself.


Automatically Appended Next Post:
Allrighty well I have a good idea on colors to try out on top of a few of my own. I hope that I'll be able to create some awesome minis once I get everything together and thank you guys so much on advice I really appreciate it.

This message was edited 1 time. Last update was at 2011/12/26 08:58:39


~500 and growing
~500 and growing
~250 and growing
green is best

Kain on Tzeentch:
The negative so far outweighs the positive that it creates a vicious cycle, with Chaos ensuring more bad things(TM) and largely only bad thigs happen. The fact that the major Xenos are mostly donkey-caves doesn't help, especially since the Imperiumis in turn, a bunch of donkey-caves.
Thus Tzeentch, god of donkey-caves, is the most generally successful. Because out of this huge pile of donkey-caves, none are more dickish than the great blue Jerk.  
   
 
Forum Index » 40K General Discussion
Go to: