40k Salamanders Rievers List

Bracer

Ganger
Jul 26, 2022
114
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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?
 
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20221003-101749.jpg


Some of my terrible painting.
 
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BatRep 1

I lost against some DG. The main reason? I had no idea that they gave a -1 to hit within 6" army wide. And as you can tell, my morale shinanigans starts at 3" and i intended on big melee time. I shall lick my wounds on this one.

BatRep 2

I won against GSC. It was a friendly game and i gave the opponent 2 extra command points and lots of help. Winning against GSC is no real accolade because they are absolute bottom in the tourney leaderboards.

Things that went right? I kept my buffbot characters out of line of sight and they did their job, buffing my dudes. The list was a little different, mostly with the addition of Chaplin in termie armour and the Librarian w/ Jump pack and 3 powers. During the game i came across the happy little coincidence of combining the chaplain's rerolls to melee hits with the librarian power (vail of time) to reroll charge distance and fight first. Fight first psychic power is a surprisingly good way to protect key units, especially backline units that cant deep strike. I had some hellblasters and put vail of time on them just as my opponent deep striked some acolyte hybrids in my backline. If he had managed to get the charge off i would still have punched first and with shock assault i'd be making 16 melee attacks. Most armies would find this very difficult especially if with the -1 ld going on and if the squad was about 5 models even the loss of one or two would have been rough.

Another thing which actually worked is i got drive by attacked by some atlatan jackal bikers. They deep striked perfectly and then dropped 5 demo charges on 5 units max hitting with 6 hits. However due to the poor 4+ BS the bikers wiffed most of their demo charges and in the end only 4 marines died along with the lucky use of a transhuman strat. The bikes then threw some kraks and got into melee and i punched back with the Chaplin and they lost 3/5 the remaining two were within perfect range of my leadership shenanigans and just fled the battlefield. Remember these are T4 2W models so this would have worked <almost> identically with marines.

However, what transpired with the leadership was it working exactly as its supposed to. Which i quickly figured out is a vanishingly small percentage of the time. 3" range on the ability is just a mountain that no one can scale, no matter how skilled. Even the GSC had an ability to regenerate cultists if they died or ran away to morale. How much the more so i imagine when fighting marines who "they shall know no fear". [Edit] it seems as though if i make the opponent charge me, fight first and then knock off 1-2 marines, force their sergeant to fail a morale test with a well-aimed ability and then make the combat attrition test for each squad member -3, so their usual leadership of 7 then becomes 4... jeez, i guess i can really do it.

Its time for some music:
 
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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?
nice!
 
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