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Made in ca
Irked Necron Immortal






Halifax, NS

"You can re-roll a single failed hit roll and a single failed wound roll made for a salamanders unit with this tactic each time it shoots or fights."

Does this mean
- a salamanders unit, with assault weapons can (in the shooting phase) shoot, re-roll a failed hit and a failed wound, then in the assault phase charge, and re-roll a failed hit and a failed wound in the assault phase? This would effectively give the unit 2 hit re-rolls and 2 wound re-rolls.
- Does this apply to all Salamander units each turn? Ie, can 5 salamander units each re-roll a failed hit and a failed wound in each of their shooting phases or assault phases. Effectively getting 10 re-rolls/turn or does this only apply to 1 unit/turn?

 
   
Made in us
Dakka Veteran





Yes every unit gets 1 re-roll to hit, and 1 re-roll to wound each time it shoots or fights.

No need to add anything about assault weapons as shooting weapons no longer prevents assault. You can literally fire 4 plasma cannons, and then charge. Or Rapid Fire 10 bolters, and then charge.
Assault weapons just allow you to shoot after advancing with a -1 to hit penalty.
   
Made in im
Beast of Nurgle





Yes, yes and no, iirc.

This'll work with any weapons too, not just assault weapons.
   
Made in us
Regular Dakkanaut




It also lets you reroll when overwatching and fighting on the enemy turn for a potential of up to 8 reropls per unit per battle round.
   
Made in ca
Irked Necron Immortal






Halifax, NS

Okay. Am I the only one who finds that a little potentially broken?

What about a unit of 10 marines that combat squads into 2, 5-man units.

Does the combat squads each get the re-rolls or only the re-roll for the entire 10 man unit? For example if a 10-man squad combat squads into 2 and each fires does each of the two squads get to have a re-roll for hit and wounds, or would the re-roll only apply once to that unit?

 
   
Made in us
Drop Trooper with Demo Charge






If you combat squad them they are 2 seperate units.

If Khorne needs blood, will drown him in his own blood!
If Slaanesh wants pleasure, then we´ll give him DEATH, the greatest pleasure known to man!
If Tzeentch asks for forbidden knowledge, then we will enlighten him with fear of The God Machine!
If Nurgle wants us to embrace rebirth, then to hell with that, the Guard embrace Death, we live to DIE! 
   
Made in gb
Norn Queen






 disdamn wrote:
Okay. Am I the only one who finds that a little potentially broken?

What about a unit of 10 marines that combat squads into 2, 5-man units.

Does the combat squads each get the re-rolls or only the re-roll for the entire 10 man unit? For example if a 10-man squad combat squads into 2 and each fires does each of the two squads get to have a re-roll for hit and wounds, or would the re-roll only apply once to that unit?
Yes, they each get a reroll because they are two units.

Salamanders pay for the tactic with crappy stratagems and relics.
   
Made in us
Slippery Scout Biker



Philadelphia, PA

 disdamn wrote:
What about a unit of 10 marines that combat squads into 2, 5-man units.

Does the combat squads each get the re-rolls or only the re-roll for the entire 10 man unit? For example if a 10-man squad combat squads into 2 and each fires does each of the two squads get to have a re-roll for hit and wounds, or would the re-roll only apply once to that unit?


The new units are still units, so the Salamanders chapter tactic would apply the same as it would apply to any other unit.

This message was edited 1 time. Last update was at 2017/08/13 23:18:33


 
   
Made in us
Death-Dealing Devastator




Wagguy80 wrote:
Yes every unit gets 1 re-roll to hit, and 1 re-roll to wound each time it shoots or fights.

No need to add anything about assault weapons as shooting weapons no longer prevents assault. You can literally fire 4 plasma cannons, and then charge. Or Rapid Fire 10 bolters, and then charge.
Assault weapons just allow you to shoot after advancing with a -1 to hit penalty.


How does this stack with the re-roll abilities granted by say, a Chapter Master? Say I have a chapter master firing in a round, he is his own unit, he misses a shot, Chapter Tactic gives him a re-roll and so does being a Chapter Master. Does he only get one re-roll or two?

"The Ultramarines are here to save us!"

"Those are the Sons of Orar."

"O R they!" 
   
Made in gb
Norn Queen






Gwarok wrote:
Wagguy80 wrote:
Yes every unit gets 1 re-roll to hit, and 1 re-roll to wound each time it shoots or fights.

No need to add anything about assault weapons as shooting weapons no longer prevents assault. You can literally fire 4 plasma cannons, and then charge. Or Rapid Fire 10 bolters, and then charge.
Assault weapons just allow you to shoot after advancing with a -1 to hit penalty.


How does this stack with the re-roll abilities granted by say, a Chapter Master? Say I have a chapter master firing in a round, he is his own unit, he misses a shot, Chapter Tactic gives him a re-roll and so does being a Chapter Master. Does he only get one re-roll or two?
Read the rules regarding re-rolls and you'll have your answer. Super simple.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

A less condescending answer is that you can only ever re-roll a result once, regardless of how many abilities there are in play. If you re-roll your Chapter Master's shooting you can't re-re-roll it.

One thing that will help, OP, is if you unlearn calling the Charge and Fight phases 'the Assault Phase'. Calling them by their names helps remove the association with assault = close combat, when it doesn't this edition. Hope that helps!

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in us
Oozing Plague Marine Terminator





IIRC people thought this was a great Tactic in the first few weeks when the book dropped, but now favor is out for more reliable Raven Guard and Ultras.

I think anything that saves you a CP roll is invaluable. The Low rate of fire for most SM units eligable for the CT makes it less OP as it seems.

Still, I switched my biker counts as White Scars list for biker counts as Sallies immediately,
   
Made in de
Nihilistic Necron Lord






Germany

 disdamn wrote:
Okay. Am I the only one who finds that a little potentially broken?

What about a unit of 10 marines that combat squads into 2, 5-man units.

Does the combat squads each get the re-rolls or only the re-roll for the entire 10 man unit? For example if a 10-man squad combat squads into 2 and each fires does each of the two squads get to have a re-roll for hit and wounds, or would the re-roll only apply once to that unit?


Lets take this even further. Company veterans are a 2 model unit. 10 company veterans are 5 units. Thats 5 rerolls to hit and wound for 10 models If you have a captain and lieutenant within 6" of any salamander unit you can reroll 1s to hit and wound and one failed hit and wound roll which isnt a 1. Note that chapter tactics dont work on vehicles, but captain and lieutenant reroll 1s do.
   
Made in de
Longtime Dakkanaut




 Nightlord1987 wrote:
IIRC people thought this was a great Tactic in the first few weeks when the book dropped, but now favor is out for more reliable Raven Guard and Ultras.

I think anything that saves you a CP roll is invaluable. The Low rate of fire for most SM units eligable for the CT makes it less OP as it seems.

Still, I switched my biker counts as White Scars list for biker counts as Sallies immediately,

The low rate of fire actually makes it a larger relative buff. It remains an incredibly good tactic. The big problem with it is just that Guilliman is overpowered -- almost every Salamanders list would be better as an Ultramarines list with Guilliman. Raven Guard at least brings something unique to the table and so sometimes you'll see them instead of Ultramarines.
   
 
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