Salamanders Successors - Vanguard Detachment 500pts -3CP
Custom Chapter: Tactical Withdrawl, Fearsome Aspect
HQ: Chief Librarian In Terminator Armour (Smash librarian) 140pts
- Relic: Nocturnes Vengeance (combi-flamer with -1 ap 2D) -1CP
- Force Axe (+2S -2Ap D3)
- Psychic powers (Drakeskin [+1T] Fire Shield [-1 to hit -1 to enemy charge])
- WL Trait: Lord of Fire (Aura) This is a bit of an odd choice i know, but it means that i can re-roll this hits die on the relic flamer, making him surprisingly lethal for a 500pt game, this also allows me to save CP for more important things, like shock grenades.
Strategy: As mind-bending as it might be, according to battle scribe both these psychic powers can apply to any salamanders model, including the Invictor who lacks the core keyword. So i can boost it to a deep striking dread with t7 and -1 to hit. To add insult to injury i can deep strike a reivers squad and pay 1CP to put -1 to hit on a key unit with shock grenades, this can even be done to a knight.
Elites: Invictor Tactical Warsuit (Twin Ironhail Autocannon) 160pts
Elites: Reiver Squad (Bolt Carbines, Special Issue Pistol, Reiver Grav Chute, Grapnel, Drakeblade) 100pts -1CP
Elites: Reiver Squad (Bolt Carbines, Special Issue Pistol, Reiver Grav Chute, Grapnel, Drakeblade) 100pts -1CP
Strategy: Most people are stupid, the end. Oh you want more? Most people are stupid enough to not understand how reivers work. They will say that the elites slot and points cost of reivers is better utilised for things like vanguard vets and terminators! And they are right! Terminators are much more killy. However the real reason they cant find enough elites slots is because they have stupidly brought a patrol detachment in order to save two measily command points in exchange for various troop options such as assault intercessors that are worse than reivers. Assault intercessors for example, have to spend virtually the entire first turn moving up the board with no killing atall. Its as if you handed your opponent a turn of safety for 2CP in return. This is the reason they call it the troops tax. So instead you should buy an Elites slot, hopefully one that deep strikes and also has atleast 5 bodies to camp objectives. But why Reivers? Well with my combo i can make something -2 to hit. Additionally, i can combo fearsom aspect with Reivers innate leadership debuff to reach -3 ld, which according to some goonhammerites, can be very effective when Night Lords do it. In my local meta the elites players always run psyker armies, either grey knights or thousand suns. This is because they know that the psychic phase is like an entire free shooting phase that some armies just dont have. So they might smite twice and then shoot and then charge. But having the leadership debuff means the enemy can lose models, -effectively killed models- in the morale phase too. So if you do all of these you can wind up with 4 shooting turns, or turns where the enemy loses models. I shall put my thoughts into action and report the results.
I also chose for my second ability, tactical withdrawal, this is because not only does shock assault switch on after a fall back and charge, but also because when i fall back with the unit that was in melee, it allows the entire board to target the unit they were in melee with, and double the damage. Again, my local meta has taught me that pro players use melee to hide key characters from outside shooting, from for example a tank or artillery. They also use melee charges to suck their squads up the board with a free move to get into melee. Taking tactical withdrawal not only allows me to shut off their melee coverage, but also allows me to get an extra attack from shock assault base. The smash librarian might seem a bit of an odd move, but by my reckoning a well directed, look-out-sir ignoring double smite is more effective than any amount of smashes with a thunder-mallet, and the rest of the weapons such as the combi-flamer are there just out of being mean-spirited. As a salamander i have the ability to make a flamer shoot in melee if i want to, and there really is no better flamer than a D2 flamer that re-rolls the number of hits. I expect 4.5 hits with the flamer and a further 1 or 2 with the boltgun that also is D2. The -1ap isnt worth much in the era of armour of contempt, but its free. On the Reiver squads i have spent my remaining 2CP on the seriously badass Drakeblade special issue wargear. And dont forget, to turn up the shenanigans to max, i can always drop any gained CP on guerrilla tactics which places my deep striking Reivers back into reserves, something that a Terminator squad cannot do. A terminator squad is in many ways a one shot weapon (unless you take the normal ones that have a teleport homer, which i like.)
So, tell me. How do you like my style?
Custom Chapter: Tactical Withdrawl, Fearsome Aspect
HQ: Chief Librarian In Terminator Armour (Smash librarian) 140pts
- Relic: Nocturnes Vengeance (combi-flamer with -1 ap 2D) -1CP
- Force Axe (+2S -2Ap D3)
- Psychic powers (Drakeskin [+1T] Fire Shield [-1 to hit -1 to enemy charge])
- WL Trait: Lord of Fire (Aura) This is a bit of an odd choice i know, but it means that i can re-roll this hits die on the relic flamer, making him surprisingly lethal for a 500pt game, this also allows me to save CP for more important things, like shock grenades.
Strategy: As mind-bending as it might be, according to battle scribe both these psychic powers can apply to any salamanders model, including the Invictor who lacks the core keyword. So i can boost it to a deep striking dread with t7 and -1 to hit. To add insult to injury i can deep strike a reivers squad and pay 1CP to put -1 to hit on a key unit with shock grenades, this can even be done to a knight.
Elites: Invictor Tactical Warsuit (Twin Ironhail Autocannon) 160pts
Elites: Reiver Squad (Bolt Carbines, Special Issue Pistol, Reiver Grav Chute, Grapnel, Drakeblade) 100pts -1CP
Elites: Reiver Squad (Bolt Carbines, Special Issue Pistol, Reiver Grav Chute, Grapnel, Drakeblade) 100pts -1CP
Strategy: Most people are stupid, the end. Oh you want more? Most people are stupid enough to not understand how reivers work. They will say that the elites slot and points cost of reivers is better utilised for things like vanguard vets and terminators! And they are right! Terminators are much more killy. However the real reason they cant find enough elites slots is because they have stupidly brought a patrol detachment in order to save two measily command points in exchange for various troop options such as assault intercessors that are worse than reivers. Assault intercessors for example, have to spend virtually the entire first turn moving up the board with no killing atall. Its as if you handed your opponent a turn of safety for 2CP in return. This is the reason they call it the troops tax. So instead you should buy an Elites slot, hopefully one that deep strikes and also has atleast 5 bodies to camp objectives. But why Reivers? Well with my combo i can make something -2 to hit. Additionally, i can combo fearsom aspect with Reivers innate leadership debuff to reach -3 ld, which according to some goonhammerites, can be very effective when Night Lords do it. In my local meta the elites players always run psyker armies, either grey knights or thousand suns. This is because they know that the psychic phase is like an entire free shooting phase that some armies just dont have. So they might smite twice and then shoot and then charge. But having the leadership debuff means the enemy can lose models, -effectively killed models- in the morale phase too. So if you do all of these you can wind up with 4 shooting turns, or turns where the enemy loses models. I shall put my thoughts into action and report the results.
I also chose for my second ability, tactical withdrawal, this is because not only does shock assault switch on after a fall back and charge, but also because when i fall back with the unit that was in melee, it allows the entire board to target the unit they were in melee with, and double the damage. Again, my local meta has taught me that pro players use melee to hide key characters from outside shooting, from for example a tank or artillery. They also use melee charges to suck their squads up the board with a free move to get into melee. Taking tactical withdrawal not only allows me to shut off their melee coverage, but also allows me to get an extra attack from shock assault base. The smash librarian might seem a bit of an odd move, but by my reckoning a well directed, look-out-sir ignoring double smite is more effective than any amount of smashes with a thunder-mallet, and the rest of the weapons such as the combi-flamer are there just out of being mean-spirited. As a salamander i have the ability to make a flamer shoot in melee if i want to, and there really is no better flamer than a D2 flamer that re-rolls the number of hits. I expect 4.5 hits with the flamer and a further 1 or 2 with the boltgun that also is D2. The -1ap isnt worth much in the era of armour of contempt, but its free. On the Reiver squads i have spent my remaining 2CP on the seriously badass Drakeblade special issue wargear. And dont forget, to turn up the shenanigans to max, i can always drop any gained CP on guerrilla tactics which places my deep striking Reivers back into reserves, something that a Terminator squad cannot do. A terminator squad is in many ways a one shot weapon (unless you take the normal ones that have a teleport homer, which i like.)
So, tell me. How do you like my style?
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