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  1. #1
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    chapters with new codex

    I'd like to start painting up a SM army so that I'll be close to ready when the new codex comes out in october. I'm currently deciding between salamanders and imperial fists.

    Will the new codex have any effect on which of these armies would be more competitive or more flexible? I've heard rumors that the special characters can be played "counts as" for any chapter, so that wouldn't seem to matter.


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  3. #2
    I'm back >.> Pickle's Avatar
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    262 (x7)

    Salamanders are getting what I think is the most overpowered character yet.
    Not sure on the fists front.
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    Senior Member 4theEmperor!'s Avatar
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    I suspect you are going to see a LOT of new salamander players. That fact in itself might steer some people away from the chapter. What was it about the Salamanders and the Imperial Fists that attracted you? The paint scheme? The cool weapon or force organization options? A cool special character?

    For painting, I suspect painting a yellow army would be very challenging. More than painting green. I think the Salamanders new rules will make them very tough!
    Once a Marine, always a Marine.

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    I'm back >.> Pickle's Avatar
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    262 (x7)

    Heres summary of the Sallie character.

    Vulkan Estan: He is the ex-4th Salamander Company Captain and is a kind of wandering champion. He has almost Inquisition-like leverage over the Salamander Chapter, as his task is to seek out and recover nine holy relics made by Vulkan before he disappeared. If all nine are recovered, it is said Vulkan will return. Estan has recovered the following three and uses them:
    Salamander Hide Cloak,
    Gauntlet which counts as a Heavy Flamer and allows re-rolls to wound.
    Spear of Vulkan is a S6 master crafted power weapon.

    Estan allows any and all Salamanders in the army to replace their Combat Tactics special rule with a Salamanders version; they get Master Crafted Thunder Hammers for free. All Melta/flamer weapons in the army, no matter their source, count as twin linked – also for free.
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    I'm interested in both the salamanders and the imperial fists because they are founding chapters and they have cool paint schemes. Salamanders will be easier to paint, but I've painted up a squad of Imp fists and it looks good also.

    If I do make salamanders, I just won't use the special character in friendly games.

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    Member Captain_Sicarius's Avatar
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    I agree with everyone else the salamanders are becoming powerful but that's just because of that character but without it it's almost like an ultramarines chapter just straight from the codex, which is still good. I'ts also a matter of taste whether you like the look of green or yellow marines.

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    Has anyone heard if the Sallies will get the Heavy Flamer for Tac Squads?
    Yes, there are female marines and my Sunhawks will let you know in a major way.

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    He's got to collect 9 peices before Vulcan will return?

    What the hell?!

    So while his battle brothers are suffering on the front lines defending humanity from the alien and insane, this dude has some kind of delusion that he's playing an RPG and needs to collect stuff?

    Wow...
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    you could always make your own chapter based on a mix of the colour schemes between the Imp F's and the Salls that could end out pretty good
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    The Pacifist Wargamer Quick's Avatar
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    The Fists are, true to their nature, doing everything the hard way and are getting only one special character, Lysander. Of course, his rules are significantly neutered from the previous edition.

    They are still both some of the rarer armies out there. Everyone loves the Fists, but no one likes painting yellow. No one knows the Salamanders.

    The Crimson Fists' special character, Master Pedro Kantor is going to be a very nice one and I suspect there will be a resurgence of Crimson Fists players in a short time.


    WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons

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