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I like their look, fluff, and rules. I don't like Space Marines and swore never to play them. But these guys really are awesome. If i dont play them, i'll play Steel Legion Imperial Guard or Armored Company.
Hell yeah, they're awesome! Get a Multi-Melta in your tac squad, and back it up with a flamer of regular Melta, and you'll be cooking tanks before you even know it!
Henceforth no man shall set foot upon the world, and all around shall be set sentinals to ward away unwary spacecraft. We must accept that this place is lost to us forever, and is now the eternal habitation of abomination.
<div class='quotetop'>QUOTE</div><div class='quotemain'>another annoying thing i hate: 47,000 similies in one post. just thoght id throw that in there and see if anybody else hates it as much as i do.</div>
I think there awesome, there fluff is primo and there rules are really fun and challenging.
salamanders can be tough but they are effective and powerful when used correctly
Hell yes. Fun to paint as well. And their HQs offer WONDROUS modelling opportunities with Salamander Mantles and whatnot. There's no better imperial army for tankbusting.
they rele r an efective for if u no what ur doing and they have cheap termies and free thunder hammers on chaplains making them very powerful in assult despite there 3 initiative
edit-post 300 yay me
<span style='color:red'>-=Read the sigrules=-</span>
Salamanders are great man, areal godsend for the Heavy handed SM player... little advice though:
1)Dont worry about wasting points giving your Tac Squads Multi Melta's. as a good player will NEVER get a good tank within range often enuogh to pay for what else the points could have been spent on.
2) Don't waste your time in Fast Attack, their lower Initiative means anything that IS assault oriented or horde-ish,(I.E. Orks, Nids) Will be able to bring numbers to bear that will really hurt in assault with your oh so expensive marines. And an army that is REALLY good at CC,(Eldar,DE) Will waste you without even giving you an opporunity to fight back effectivly. And out Dead Even counter parts in assault(SM,CSM) Will get eh all important first attack, more than likely fellign some of your men before theri counter attack. And the Necrons are just too hard to waste in CC without mad power weapons..a problem answered in advice column...
3)Cheap Termies, Dirt Cheap. Again, don't go witht he Thunder Hammers, all you get is the ability to Stun a vehivle, and LOSE the Kick ass Shot/Range/strength you get with the Storm bolters. Ten Termies weighing in at less than 400 Pts, with 20 shots at the full range of rapid Fire Weps. Ont op of the(hopefully) Other Termie squads, covered by the support of yoru Tac squads is a HAIL of death every turn at respectable range. And the termies can waste ANY vehicle in the game with their powerfists, good shootiness, god strength, good anti Armor.
4) In My Salamanders army I max the termies, go with three squads full of Tac Marines, a Leader in Termie armor and a Dev suqad loaded out with Anti Personnel weapons(Heavy bolters/Plasma Cannons) Good range, good anti infantry ability. backed byt he much cheaper than a Dev squad Predator armed with twin Linked Las-cannons, and Sponson Lascannons. It is a Take-On-All-Comers force.
Go witht he Salamanders, get their WAY cheap termies...and as for Horde Armies? two Flamers a Tac Squad, two Heavy flamers for a coupel Termy squads. Watch those Orks,Nids,and IG fry, bubble..and turn to dust. I think the Salamanders are one of the few chapters that can really give you a different playign experince for ths SM.
Space Wolves: VERY good ability to Intrigue and customize.
Dark Angels: Plasma Cannon in a Tac Squad, is an okay thing. Thats about it.
Deathwing: HARD to play despite what non-SM players think.
Ravenwing: EXTREMELY hard ot play, likeImperial DE
Blood Angels: Lean kinda Heavily on Assault, good if you like assault though.
Iron Hands: Not too familiar with them yet. But they get no Termie Squads.
Ultramarine/Vanilla: Building Blocks,able to build..but not really Refine
Imperial Fists: Siege Masters isn't allt hat great an ability for every game.
White Scars: Plays alot like the Raven wiong, better balance though.
13th Company: Again,a very Differnt type of Army list
Black Templars: Good for Assault, but No Devestators...eh.
Salamanders: Differeintiated Wargear costs, Cheaper Termies., more Viable Assault troops, is good. but It's my opionion after all.
Relictors: A good Fluff army to play, the Roll of the dice decides how good though.
I hope I was able to offer some insight or input that will make you want to joint he Loyal Space Marines.
Semper Fidelus Imperitoris