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Made in gb
Longtime Dakkanaut






UK

Took my Salamanders out for the first time with the new codex rules last night.

By the end my opponent was quite annoyed by the constant re-rolling, and I was starting to feel guilty...

Hopefully once more codexes are out, more armies will have special snowflake rules and I won't feel so bad

   
Made in us
Irked Necron Immortal




Newark, CA

 Slinky wrote:
Took my Salamanders out for the first time with the new codex rules last night.

By the end my opponent was quite annoyed by the constant re-rolling, and I was starting to feel guilty...

Hopefully once more codexes are out, more armies will have special snowflake rules and I won't feel so bad


Did you *read* the World Eaters tactic from this morning?

Salamanders are the least of anyone's worries.

Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
 
   
Made in dk
Khorne Veteran Marine with Chain-Axe






 Slinky wrote:
Took my Salamanders out for the first time with the new codex rules last night.

By the end my opponent was quite annoyed by the constant re-rolling, and I was starting to feel guilty...

Hopefully once more codexes are out, more armies will have special snowflake rules and I won't feel so bad



You feel guilty about salamanders?! Their rule only lets you reroll 1 dice to hit and wound for a unit, why is this rated as insane? Have i missed a syngery or something?

This message was edited 1 time. Last update was at 2017/08/03 23:46:12


6000 World Eaters/Khorne  
   
Made in ie
Battleship Captain





 Brutallica wrote:
 Slinky wrote:
Took my Salamanders out for the first time with the new codex rules last night.

By the end my opponent was quite annoyed by the constant re-rolling, and I was starting to feel guilty...

Hopefully once more codexes are out, more armies will have special snowflake rules and I won't feel so bad



You feel guilty about salamanders?! Their rule only lets you reroll 1 dice to hit and wound for a unit, why is this rated as insane? Have i missed a syngery or something?


All those rerolls add up.


 
   
Made in gb
Stabbin' Skarboy





armagedon

That's some important shiz, yeah no biggie for bolter fire by one extra missile or lascannon or power fish getting to hit/wound could make a big different vs a vehicle or character seeing another turn.

Personnly I've not been using my extra codex/chapter rules until other sides get something. Just seems a bit unfair. But to each there own.

This message was edited 1 time. Last update was at 2017/08/04 00:04:05


3500pts1500pts2500pts4500pts3500pts2000pts 2000pts plus several small AOS armies  
   
Made in gb
Longtime Dakkanaut





UK

 Brutallica wrote:
 Slinky wrote:
Took my Salamanders out for the first time with the new codex rules last night.

By the end my opponent was quite annoyed by the constant re-rolling, and I was starting to feel guilty...

Hopefully once more codexes are out, more armies will have special snowflake rules and I won't feel so bad



You feel guilty about salamanders?! Their rule only lets you reroll 1 dice to hit and wound for a unit, why is this rated as insane? Have i missed a syngery or something?


Did that crucial shot miss? Re roll.
Las Cannon roll a one? Re-roll.

Rerolls...without using CP are very good.

YMDC = nightmare 
   
Made in gb
Regular Dakkanaut




1 hit and 1 wound re-roll per unit per turn. That's 1 for the best heavy/special weapon in each squad and 1 for every character. That can easily be 12+ re-rolls per turn, not counting re-roll 1's or other re-roll buffs. The result over the course of an entire game (taking into account CP's to re-roll on top of this) is that Salamanders will hit and wound significantly more with their best weapons over every other faction out there. Dunno how you'd calculate the increased efficiency of Salamanders but I'd hazard a guess that their heavy/special weapon efficiency is somewhere in the region of 10-20% more effective than any other faction out there.

This edition is all about re-rolls. Over the course of many games your dice rolls average out to predictable odds of success. We calculate how much a weapon or unit is worth by mathhammering how much damage it can output per turn. However re-rolls of any kind skew these odds, because they lessen the effect of poor rolls, either eliminating them (a successful re-roll) or making them much less likely to occur. This pushes efficiency up and increases a unit's value. Every unit affected by Salamander tactics is now skewing the odds much further. they're just gonna succeed more often, and with more dice than anyone else. You'll notice this quickly in games vs Salamanders vs any other SM chapter.

Re-rolls don't necessarily seem powerful on paper but in reality they're extremely important when the edition is built around them as a core mechanic. They're on par with things like shoot or assault twice, or extra attacks or free mortal wounds.

And the thing with Salies is that their tactic isn't situational. It's always on, regardless of what you do. Every other tactic is situational and dependent on your strategy or your opponent doing something (except for IH which is probably the weakest of the lot). Salies just always get 2 extra re-rolls per affected unit. A good Salies player would limit the number of vehicles they take to leverage much more value out of their infantry and dreads instead.

It's a strong tactic. People think the RG get the best tactic but I say this is the best, by a long shot.
   
Made in us
Clousseau





East Bay, Ca, US

That is flat out an amazing tactic, but it's not broken. When we see Salamanders in the top 30 in a tournament we'll talk lol

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Oozing Plague Marine Terminator





Played my first game yesterday with the new codex. I brought a mostly bike list, with a few storm talons, land speeder, and Thunderfire cannon.

Before game I settled for raven Guard CT (my army is still being painted), and my opponent brought a Nurgle Daemons list with Typhus and Poxwalkers...

So my CT was absolutely useless for this game, BUT I didn't want to list tailor.

That being said, from now on I will definitely be using Sallys Traits in the future. It fits my MSU special weapon army, and its a Tactic that will always be useful, no matter the opponent.
   
Made in us
Omnipotent Necron Overlord






don't feel bad. Your chapter tactic is your army wide special rule - of which practically all armies have except for INDEX MARINES.

For example. Harlequins essentially have the whitescars and ultramarines tactic +1 whilst having a constant white scars stratagem up that allows them to advance and charge. You have to put things in perspective here. Ynnari get Strength from death which allows units to shoot twice in a turn. Deathgard infantry get 5+ FNP. Index marines got nothing (reroll leaderships - LOL-that doesnt even count)

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Shadowy Grot Kommittee Memba






 Xenomancers wrote:
don't feel bad. Your chapter tactic is your army wide special rule - of which practically all armies have except for INDEX MARINES.

For example. Harlequins essentially have the whitescars and ultramarines tactic +1 whilst having a constant white scars stratagem up that allows them to advance and charge. You have to put things in perspective here. Ynnari get Strength from death which allows units to shoot twice in a turn. Deathgard infantry get 5+ FNP. Index marines got nothing (reroll leaderships - LOL-that doesnt even count)


Index marines have ATSKNF....

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Powerful Phoenix Lord





This is one of the reasons I'm not a fan of re-rolls in general. It completely undermines the purpose of the initial roll. I think it's a very poor choice for game design, but it has been the bread and butter of GW's 40K rules for a long time now.
   
Made in us
Mutilatin' Mad Dok






Salamanders chapter tactics are a amazing! So many re-rolls! Holy crap. I used their tactics last night and a re-roll per unit on hits and another on wounds each time it shoots or fights? Amazing. It was like 15+ re-rolls each turn. More if units shot and charged that turn.

   
Made in us
Omnipotent Necron Overlord






the_scotsman wrote:
 Xenomancers wrote:
don't feel bad. Your chapter tactic is your army wide special rule - of which practically all armies have except for INDEX MARINES.

For example. Harlequins essentially have the whitescars and ultramarines tactic +1 whilst having a constant white scars stratagem up that allows them to advance and charge. You have to put things in perspective here. Ynnari get Strength from death which allows units to shoot twice in a turn. Deathgard infantry get 5+ FNP. Index marines got nothing (reroll leaderships - LOL-that doesnt even count)


Index marines have ATSKNF....

Like I said that doesn't even count. It might as well be removed as a rule and replaced with something that actually does something. I can completely avoid taking leadership tests just by reducing squad size - which is a good idea anyways because it hands out more command points.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
 
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