I think it's time we start up the Tactica for 8th. I'm sure we've all had enough games to give our own input on certain units, so I'll start with my favorite unit since I started Lizardmen
- Amazing movement (M6)
- Template shooting weapon (Flame Template, -3 AS, Flaming, Causes Panic)
- Cold Blooded (As always!)
- River/Marsher/Lake Strider
- Three wounds each
- Low Leadership
- Poor save (5+)
- Random Shooting Distance/Misfire
- Not very combat efficient
General Comments and Uses
Transition from 7th to 8th Ed, Salamanders when from a good unit to almost must have in all Lizardmen lists. Being skirmishers in 8th mean one great thing - Marching and Shooting. In 8th, you also have a -1 to hit modifier when marching and shooting, but not necessarily the case with Salamanders. Their shooting weapon, the flame template goes an artillery die's worth distance. This adds an extended threat range that opponents seldom see coming. However, if you roll a misfire with the Artillery Die, you eat skinks. It's not that bad for the damage you can cause.
Salamanders in the game are able to cause massive damage to any sort of unit, even being able to somewhat hold their own when charged. At two attacks each at S5 with a stomp attack afterwards isn't something that should be taken lightly. And in the new rules, you can line up eight skinks behind the salamanders and produce more attacks. Not very good attacks, but attacks nonetheless that could make or break the combat. The unit should be shooting at everything available in it's Line of sight. However, Salamanders should not be shooting monsters or characters riding monsters.
One of the better units in WFB, if not one of the best units. With the dawn of "Horde" units, salamanders a Must-Have in most LZM for the sheer number of wounds they can cause in one turn of shooting. Quick moving and good shooting distance (On a good day), this is a unit that can and will easily make it's points back in any game.