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CaptainHonkey
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PostSubject: Salamander Space Marines   Wed Jul 01, 2009 8:48 am

Ok so im thinking about starting Salamander pretty soon and i was wondering if they still have the advantages and disadvantages like the last codex? And if so do you know what they are for the Salamanders chapter


Last edited by CaptainHonkey on Thu Jul 02, 2009 2:35 pm; edited 1 time in total
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kainthedragoonx
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 9:09 am

Dude...Salamanders are just another chapter now...unless you run fluff. They don't have anything that forces you to play one way or the other.


That being said, I took the "classic" fluff for Salamanders when I built my Battle Company. I took Flamers and Meltas, StormHammer Termis, Dreads, and more melta/flamer weapons.

Like I run three Redeemers instead of lascannon or Crusader Land Raiders. I also run Multi-Melta Dreads, and Meltas/plasma for Dev squads.

I also run Chaps in Termi armor and Libs in Termi armor as well. Some of the fluff from 3rd ed said most of the Sally Characters had a personal set of Termi armor.

Sure it's not competitive as other lists, but that's how I roll! santa

Plus The Vulkun character is sweet. Run him FTW! albino
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CaptainHonkey
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 9:34 am

by classic fluff you mean from the last codex?

And yeah that new special character is a beast
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HAND OF DUME
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 9:47 am

"Sure it's not competitive as other lists, but that's how I roll!"


Dude, melta weapons are the premiere weapon in 5th edition, imo. Yeah short range, but insta kills just about everything plus awesome anti tank (just have to get 'em close). I think your choice is very competative. I'm putting out 18 melta shots (includes my 6 oblits) per turn in my chaos 'ard boyz list. Twisted Evil
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 10:01 am

I know Melta Weapons are awesome and thats one of the reasons i love Salamanders they're all about the Melta and Flamers Very Happy
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kainthedragoonx
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 10:43 am

HAND OF DUME wrote:
"Sure it's not competitive as other lists, but that's how I roll!"


Dude, melta weapons are the premiere weapon in 5th edition, imo. Yeah short range, but insta kills just about everything plus awesome anti tank (just have to get 'em close). I think your choice is very competative. I'm putting out 18 melta shots (includes my 6 oblits) per turn in my chaos 'ard boyz list. Twisted Evil

heh, well I've not played my sallies in anything other than Apoc silliness, so I had no idea drunken

So there you go. Melta = awesome. I just play Apocalypse...I still figured long range lascannons where the boss. Guess I need more "standard" 5th ed experience.
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CaptainHonkey
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 11:04 am

Las. Cannons work just as well as Melta in normal games, but in Apocolypse Las. is a LOT better
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 5:21 pm

Does anyone know what Chapter Tactics Vulkan He'stan has?
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 6:10 pm

He has: Buy the book! bounce


Actually, Flamers and meltas are twinlinked...Thunderhammers are master crafted!
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CaptainHonkey
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 6:17 pm

Im getting the book soon, i was just checking out some of the units on army builder and it didnt say some of the rules effects.

All flamers and melta? Like even in the Tactical squad?
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 6:50 pm

actually the vulkan list is very competitive.

id say besides shriek it is THE MOST competitive SMurf list out there.

Vulkan

tons of bikes/speeders, H flame the troops, multimelta the tanks!

tons of termies with TH/SS

LR if thats your thing.

INSTANT SUCCESS!

and yes he makes flamers,meltas,and TH awesome, dont even get me started on TL flamers. Their damage potential is godly...

Fire at any nonMEQ, BAM! all auto hits,with 2+/3+ to wound which you reroll and no armor or cover save! I like a flame template that kills anything it touches.
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 6:51 pm

Yes every one in the army is bumped up, vulkan just goes around tweaking everyones goodies.
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 7:26 pm

Dang. Im definatly gonna be running him a lot
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 9:38 pm

Ugh...Don't run bikes and speeders with Vulkan as a salamander. It completely goes against everything that the Salamanders and their home world are about. Nocturne has fucked up gravity and is volcanic, so they rarely---and I mean rarely as in never---use speeders and bikes.

Just my 2c though... I like to keep my armies true to fluff. That's why I don't have a Shrike army yet....I don't have enough beakie heads.
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PostSubject: Re: Salamander Space Marines   Wed Jul 01, 2009 10:06 pm

Im wasn't planning to run any of those anyways. Im making a traditional Salamanders Army, a few Tactical Squads mounted in rhinos, a squad of Terminators in a Redeemer, you know that kind of stuff
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PostSubject: Re: Salamander Space Marines   Thu Jul 02, 2009 8:49 am

wittdooley wrote:
Ugh...Don't run bikes and speeders with Vulkan as a salamander. It completely goes against everything that the Salamanders and their home world are about. Nocturne has fucked up gravity and is volcanic, so they rarely---and I mean rarely as in never---use speeders and bikes.

Just my 2c though... I like to keep my armies true to fluff. That's why I don't have a Shrike army yet....I don't have enough beakie heads.


Agreed! I don't run Bikes or Speeders in my sallies. I only run Assault Marines because it gets me the battle company formation for Apoc! And that formation is awesome sauce! geek
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PostSubject: Re: Salamander Space Marines   Thu Jul 02, 2009 9:10 am

And its cool that in the new marines codex Assault Marines are cheapier to Very Happy
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PostSubject: Re: Salamander Space Marines   Thu Jul 02, 2009 9:22 am

Hell yes they are cheaper! pale

And Deep Striking off the locator beacon of a drop pod is sweet...loving that action! cheers
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PostSubject: Re: Salamander Space Marines   Thu Jul 02, 2009 9:38 am

True. Now mabye i wont scatter and die as much geek
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PostSubject: Re: Salamander Space Marines   Thu Jul 02, 2009 4:54 pm

wittdooley wrote:
Ugh...Don't run bikes and speeders with Vulkan as a salamander. It completely goes against everything that the Salamanders and their home world are about. Nocturne has fucked up gravity and is volcanic, so they rarely---and I mean rarely as in never---use speeders and bikes.

Just my 2c though... I like to keep my armies true to fluff. That's why I don't have a Shrike army yet....I don't have enough beakie heads.

*shakes fists* But don't you want to win?!?!

No seriously, its cool you can take the high road and play the game the way it was ment, I envy that as we all know hot cheddar flows though my veins.

Even without a full bike list, I believe a vulkan list could be very decent as you can still make use of him though infantry.
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PostSubject: Re: Salamander Space Marines   Thu Jul 02, 2009 5:29 pm

Screw the bikes and speeders, he's worth taking to just get twin-linked meltas and flamers, as long as you load out on them.
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PostSubject: Re: Salamander Space Marines   Thu Jul 02, 2009 8:19 pm

woah woah, don't go crazy there...

bikes are optional sure...ish...

speeders? youd be crazy to not take them, oh I could have a free upgraded badass, contesting machine but nahhhh!

Unless your talking about fluff....then yeah as keeping with the fluff would serve, that would be as viable as it gets.
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PostSubject: Re: Salamander Space Marines   Fri Jul 03, 2009 8:58 am

I wouldn't take them as I shoot them down like swatting flies when ever I play against them. IMO... worthless. Maybe all those players just don't know how to run them.
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PostSubject: Re: Salamander Space Marines   Fri Jul 03, 2009 9:13 am

Land Speeder aren't that great now that in 5th edition you can shoot thru cover. Unless you have 1 in a squad and deep strike in with a Multi-Melta, then its a good tank killer
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PostSubject: Re: Salamander Space Marines   Fri Jul 03, 2009 3:41 pm

Honestly, I'm going to have to disagree. Land Speeders are probably the best Fast Attack choice for C:SM, hands down.

Bike squads aren't worth it unless you have a captain on a bike, and then they're not FA anymore.

Attack bikes die easier, have less weapon options, less maneuverability, no deepstrike option, and can get bogged down by terrain and assault, for only 10 less points.

Assault Squads are mediocre at best since they can't score anymore. Their idea setup - 2x flamers - doesn't do much more damage than then heavy flamer from the LS, and cost a lot more points.
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