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Made in gb
Death-Dealing Devastator





right behind you

Salamanders preview is out!

[url]https://www.warhammer-community.com/2017/07/19/chapter-focus-salamanders-july19gw-homepage-post-3/[url]

they're looking really strong, especially with the thing about making the gravis captain strength 5 toughness six, which makes me think that their relic will increase toughness, etc...

what are your guys thoughts?


[can't get the link to work so just copy the thing, sorry ]

1650 points approx. of deathwatch
2500 points aprox. of alpha legion and thousand sons
50 power admech
60 power salamanders
70 power thousand sons


 
   
Made in nz
Regular Dakkanaut




Re-rolling 1 hit and wound dice per unit seems very strong and will be great on small units with a Heavy weapon or two, Dreadnoughts will hit allot more with those Lascannons, but then if you are against a Raven Guard Dreadnought in cover getting -2 maybe not. Might make a few characters a little redundant in some cases as you will probably be doubling up on re-rolls to hit in many cases. Also you obviously do not get the benefit for hit rolls with flamers given they automatically hit.........flamers also seem like a big deal if you believe the article. Aggressors re-rolling attacks if they don't move combined with flame fists does not seem like a good combo unless those flame fists have 24"range or something.

Its really hard to know for sure how good it will all be until the Codex comes out and we can see all the units and stratagems available. If we simply look at the tactics so far it must be in the top two or three. I have a strange feeling that the Chapters with the strongest tactics might pay for it in other places to balance everything out. Classic example is the Ultramarines, no matter what their tactic was the fact they have a Primarch that allows units around him to re-roll all failed hits and wounds they will always be good. Likewise Raven Guard, they can spend CP to setup within 9"of the enemy which then completely negates their -1 to hit bonus. If we simply look at the -1 to hit bonus when outside 12" it looks and feels unbelievably powerful, however its all relative to what else you can combine it with in the army.

This message was edited 7 times. Last update was at 2017/07/20 00:09:36


 
   
Made in ca
Perfect Shot Ultramarine Predator Pilot






Since most rerolling auras in the game only allow you to reroll ones to hit, I would have to disagree about the Chapter Tactic being redundant.

You can use say, a Captain around your Devastators to reroll all the 1s to hit, and the Chapter Tactic to reroll a single 2 to hit.

And same goes for the Primaris Lt. Reroll 1's to wound with his aura, Chapter Tactic rerolls a 2 or 3 to wound, depending on the target.

Skaven - 4500
OBR - 4250
- 6800
- 4250
- 2750 
   
Made in us
Longtime Dakkanaut





Connecticut

I have a sneaking suspicion about this CT, and believe it is one of the stronger choices.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in au
Been Around the Block




Gibs55 wrote:
Re-rolling 1 hit and wound dice per unit seems very strong and will be great on small units with a Heavy weapon or two, Dreadnoughts will hit allot more with those Lascannons, but then if you are against a Raven Guard Dreadnought in cover getting -2 maybe not. Might make a few characters a little redundant in some cases as you will probably be doubling up on re-rolls to hit in many cases. Also you obviously do not get the benefit for hit rolls with flamers given they automatically hit.........flamers also seem like a big deal if you believe the article. Aggressors re-rolling attacks if they don't move combined with flame fists does not seem like a good combo unless those flame fists have 24"range or something.

Its really hard to know for sure how good it will all be until the Codex comes out and we can see all the units and stratagems available. If we simply look at the tactics so far it must be in the top two or three. I have a strange feeling that the Chapters with the strongest tactics might pay for it in other places to balance everything out. Classic example is the Ultramarines, no matter what their tactic was the fact they have a Primarch that allows units around him to re-roll all failed hits and wounds they will always be good. Likewise Raven Guard, they can spend CP to setup within 9"of the enemy which then completely negates their -1 to hit bonus. If we simply look at the -1 to hit bonus when outside 12" it looks and feels unbelievably powerful, however its all relative to what else you can combine it with in the army.



Cover doesn't do what you think it does.
   
Made in kr
Inquisitorial Keeper of the Xenobanks






your mind

I knew that I had painted my marines green and yellow for a reason...
Now, I remember what that was.

   
Made in nz
Regular Dakkanaut




What units from the new Codex are you thinking work well with Salamanders tactics?
   
Made in us
Longtime Dakkanaut




While the chapter tactic is obviously good on all units, any unit with a low number of important shots really benefit the most from it.

Las cannons and Multi-meltas seem the most obvious choices, but things like power fists and thunder hammers also benefit quite a bit as well.

Taking a dread with a multi-melta isn't a great choice for a lot of chapters, since completely missing 1/3rd of the time with an almost 30 point gun really sucks, but salamanders will be able to re-roll that shot and probably make it.

Basically any unit with a few shots that they really need to hit with are really boosted by this CT, and all the other units are made marginally better as well.

   
 
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