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!
Well to start off with, I haven't played 40k in nearly 7 years but I have recently decided to start playing it again along with my fantasy armies.
I have always loved the background behind the Salamanders, everything from their minor mutation to the fact that they are so close to their recruitment base on Nocturne.
That being said, I would like to make a fluffy salamanders army led by Vulkan He'stan. Now my actual question is, what would be an effective way to run an army whose primary special/heavy weapons are of the flamer and melta variety.
Drop pod? Mechanised? Unfortunately I can't really remember anything about how the Salamanders typically wage war so I don't know if they prefer to eschew drop pod assaults and the like in favor of foot slogging.
Any help is appreciated.
Last edited by Phaeron Typhoon; February 8th, 2009 at 23:05.
"I am the architect of fate!"
I interpreted the Salamanders, under He'Stan, to be artisans at best. To me, that made me think of a mechanized army, so I personally have alot of tank and armour in my list, but stay true with the flamers/multi-meltas in my tactical squads. Also, all my sergents have combi-meltas to give me that possible extra required shot.
in my 1850pts army
Check out Double Edged Painting blog for more information on commissions and work in progress
Terminators. As a First Founding Chapter, they probably have or have had access to the good, high-tech stuff. Their skill at the forge probably means their Termie suits are likely in fine working order, with less of them needing to be cannibalized for parts when the wearer of one dies.
Flamers, Heavy Flamers, Melta-weapons, Thunder Hammers. Fire and Forge imagery abounds with these fellows.
I'm sure they would perform a Drop Pod Assault if they decided that to do so would be the most tactically advantageous, according to the teachings of the Codex. If it were up to them, though, I'm sure they'd rather stick it out in close-range firefights, where the chances of them missing, diluting their fire, or the enemy running away are limited. Their cautious nature would probably have them land in a safe area via Thunderhawk, and then ride up to the field of engagement in Rhinos and Land Raiders.
That said, though, they are still a Codex Chapter. They have fully embraced the flexibility therein and can fight equally well in any combat scenario a Marine would find himself in.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
I agree that, fluffwise, they would typically fight as a mechanized force where they can take full advantage of their close range weapons
The only constant in the universe is change, adapt or die.
Mech is the way to go with Sallies, or with most marines for that matter. With such cheap vehicles in abundance you can flood the board with armor and your opponent cannot deal with all of it.
I've always been partial to something like this:
Vulkan+Assault Termies in a Land Raider
Dreads w/ MM/HF
Tactical Squads with MM/F/PF in Rhinos
You'd be surprised how much you can fit into just 1500 points. Big unit of Termies with Vulkan, 2-3 Tac Squads, a trio of Predators, and leftover points going towards Speeders. Melty and burny goodness all around.
I agree with ==Me== in all points but i also think that attack bikes with MM are brilliant as you still get to use the bolters for some anti-infantry and it is much cheaper than a landspeeder.
What i do like abou the land speeder is that the versitility it provides for a salamander army. MM|HF layout or Duel heavy flamers which is just sick with a full squadron = 6 Heavy flamers re-rolling to wound and that equals toast on any infantry unit with a little luck for the kicker.
I would like a completely mechanised and mobile salamander army as mentioned using units from the above post, but alas pecuniary restrictions are a barrier.
I have built a very static firebase army that has the tactical marines footslog around cover to objectives while three whirlwinds (rhinos if need be aswell) pummelling enemy positions, and some dreadies to take some attentions from the troops whilst assault termines with vulkan march up to butcher my opponent. Or Vulkan attaches to a troop sqaud, whilst the termies deepstrike and get assualted.
Played a game against orks. Found that having some lightening claws in the squad would have helped dramatically so now i have added two termines with lightening claws. They are sure to be useful.
I was thinking about using a land raider redeemer as the troop transport for the termies+Vulkan just to keep the fiery forge theme going and I was wondering what peoples thoughts were on it?
"I am the architect of fate!"
It doesn't benefit from Vulkan's chapter tactics (it isn't a flamer or heavy flamer) and it carries less than the LRC. I prefer the LRC for the range, added capacity, and good offensive weaponry.