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im not a SM player, but i want to know what the deal is w/ salamanders. i only see negative aspects in their special rules. why would any one of you guys play this army. just want to know. thanks
One major reason i could see anyone playing Salamander is the termintors, their cheaper in points
<span style='font-size:8pt;line-height:100%'><span style='color:black'>Order Of the Black Rose</span>
<span style='color:red'>Blood God's Initiate</span></span>
Lots of Thunderhammers. Cermite(sp?) armor on vehicles. Melta-type weapons everywhere. Mantle. Cool fluff. To play a less-common SM chapter. Need more, or is that enough?
The only down side they have in the Strudy rule. Everything thing else is good, Cheap MC, Vet sergeants with signums, extra flamers, mantles, free thunder hammers for chaplains, cheap termies and most importantly the extra turn rule.
There are ways of getting around the initiative thing as well you can either load up on Thunder hammers, or hide in cover.
Plus what little fluff there is is good.
If you give a man a fire he'll be warm for the night, if you set a man on fire he'll be wram for the rest of his life."
thanks guys, just wanted to know
they have fire and lots of it
quite a few thunder hammers too and cool colour sheme is why i would collect them.
Bobby Wockerfella and myself both agree that it is because they are black that they have an initiative penalty
damn racist GW
Woman:"We cant treat everyone equally when they're clearly not! What's that called kids?"
Post all ya gobbo wins and ya stoopid orcses losses here! Da Big Green Tracka!
(0.0) Worship the bunny, for he is thy God.
The thing that blows is the lack of fast attack. You can only have one of each and there all I 3 instad of the standard 4. Besides that you can always get an extra turn in a fight and meltas and multimeltas are cool. And there liberains has a interesting psyker power.
<img src='http://www.turnsignalsonalandraider.com/comics/000127.gif' border='0' alt='user posted image' />