Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hello all, I wanted to start a army with a bit of story behind it and choose the salamanders. Ive wanted to deviate from my standered all assualt army( my blood angels & khorn berserkers) and go towards a more fun filled challanging army ( like my goblin army from fantasy) without being plain stupid (like goblins)
Heres my little list and would appreciate all comments and tips cuase frankly this is my first "not all assualt army' and It wont be as straight foward to play.
Another thing dont reccomend to remove the terms and the force commander cuase there part of my fluff and would like to keep them in.
Force Commander Terminator Armour, Salamanders Mantle, Master Crafted Thunder Hammer, Storm Shield, Bionics
4 Terminators & 1 Terminator Sergeant All Equiped w/ Thunder Hammer & Storm Shield
Dreadnought Plasma Cannon, Extra Armour, Smoke Launchers
5 Scouts & 1 Sergeant 4 Sniper Rifles, 1 Heavy Bolter
9 Tactical Marines & 1 Veteran Sergeant Power Fist, 2 Flamers
Transport : Rhino, Smoke Launchers, Extra Armour, Pintle Storm Bolter
7 Tactical Marines & 1 Sergeant Multi-Melta, Plasma Gun
7 Tactical Marines & 1 Sergeant Multi-Melta, Plasma Gun
Fast Attack -
Land Speeder Multi-Melta
Heavy Support -
Land Raider "Crusader" Extra Armour, Smoke Launchers
its a good list but its too shooty, get rid of the speeder with multi melta and stick an attack bike in with a multi melta. Its less likely to get picked on, also it is easy to get into position with the new turbo boost rule.
You may need a few units to defend your shooty units such as a few cheap scout squads with cc weapons to act as a speed bump.
can you make your termie aussault termies, then mount them in the crusader. they will be able to raider rush!
drop the bionics on the commander
the multimeltas on the troops lack range get a missile launcher instead
keep the speeder.
the attack bike is one plasma away for death.
I think thatâ€™s already how they are set up.can you make your termie aussault termies, then mount them in the crusader. they will be able to raider rush!
------------You would save ALOT of points fielding him as a chaplain. (Free thunder hammer upgrade, and invulnerable save. but he is slightly weaker, so if you MUST have a force commander thatâ€™s a good set up for him.HQ -
Force Commander Terminator Armour, Salamanders Mantle, Master Crafted Thunder Hammer, Storm Shield, BionicsGood assault unit to go along with your HQ.4 Terminators & 1 Terminator Sergeant All Equiped w/ Thunder Hammer & Storm ShieldI donâ€™t think you will ever use smoke launchers, as you will probably want to fire your plasma cannon anyway.Dreadnought Plasma Cannon, Extra Armour, Smoke LaunchersI would swap the Heavy bolter for a Missile launcher. If you use your snipers to target high toughness targets, like a wraith lord, a heavy bolter wonâ€™t do much. The missile launcher gives you the flexibility of frag missiles and Krack.5 Scouts & 1 Sergeant 4 Sniper Rifles, 1 Heavy BolterGreat unit, I field one almost identical to this in my salamander force. I equipped my Vet with a Combi-flamer.9 Tactical Marines & 1 Veteran Sergeant Power Fist, 2 Flamers
Transport : Rhino, Smoke Launchers, Extra Armour, Pintle Storm BolterFairly solid line, just need to get within 24'' to be effective. If possible I would try to buff them up to ten, just to follow the codex astraties, donâ€™t want to sway too far from it.7 Tactical Marines & 1 Sergeant Multi-Melta, Plasma Gun
7 Tactical Marines & 1 Sergeant Multi-Melta, Plasma GunHandy unit, but might be too much of a target, same if it is an attack bike. I field a Typhoon, its longer range weapons help it stay out of trouble, and it works well against most infantry. Perhaps you could drop this for more tactical marines.Land Speeder Multi-MeltaHuge amount of points here. For being "not all assault army" do you really need the mother of all assault transports? You could deep strike your terminators, or just add them to your front line to deter enemy assaults. With the points saved from this monster you could field a few razor back squads to add to your fire power. 2 Razorbacks with lascannons and two 5 man tac squads with heavy bolters would fit better in a shooting army, and help you disable enemy transports before they get close.Land Raider "Crusader" Extra Armour, Smoke Launchers
Looks like a good start, but I can tell you still have a loot of blood angel in your play style. With Salamanders you have to think "counter attack" Dreads, and foot slogging terminators can perform this task fairly well. Deep strike your terminators somewhere behind your front line to counter a strong enemy advance. Then suddenly your week flank becomes your strong.
What do you usually think when You see a land raider?? "oh, target practice" I was hoping that the land raider and all its goodness would run up with the other rhino & land speeder and keep the enemies shooting away from my troops as they move up wtih there deadly cargo. The dread has the smoke launchers becuase theres always a chance someone will roll a weapon destroy and a smoke launcher is nice to have if you have to walk to the enemy to do any damage.
I replaced my hq with a thunder hammer wielding chaplian and was able to add a flamer-bolter to my rhino squad. I have like 19 points left Any clue on how to spend them??
if your doing a Salamanders army because they have some sort of backing (fluff) to it them why is your army so unfluffy
the salamanders army is a great army for combat. there flamer orientated so maybe bring that into the army. i.e heavy flamers in units
the army looks prettystrong and all advice given i really like apart from your HQ
personally i go for the Force Commander with
pair of lightning claws
master craft both - Because you can - (rid space marine codex a pair of lightning claws counts as 2 coices so u can mastercraft both)
- this guy has 6 attacks on the charge
re-rolling 2 failed hits
re-rolling to failed wounds
apart from that it seems good
for the greater good!!!!!
Boys rule, Girls suck! (if you get what i mean)
<a href='http://www.freewebs.com/theemperorsfinest' target='_blank'>The Iron Guard Official Website</a>
I'd like to add that starting a new SM army at this point is kind of a bad idea. With the new codex coming out in a month, all the Salamander traits we know and love are going out the window. No I3. No free Hammer. EVERY chapter gets the Cloak. All we keep is the ability to swap our heavy weapon for a flamer or meltagun. I'd suggest waiting for the new codex and building the army of your choice out of that.
Everything looks pretty good, I just have a few suggestions. Dreadnoughts can be very salamander with a multi-melta and heavy flamer. Multi meltas in tactical squads are very risky, especially when they do not have a transport. I think with the new codex your force will change very much due to some of the chapter traits I have sheard of.
The enemies of the Emperor fear many things. They fear discovery, defeat, despair and death. Yet there is one thing they fear above all others. They fear the wrath of the Space Marines!