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How to play Salamanders | Space Marines
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- Опубликовано: 26 июн 2024
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This how to video will go through the Salamanders Firestorm Assault detachment and look at the characters and units your should use. This is for the current Space Marine Codex. Space Marines in Warhammer 40k 10th edition
How to play Salamanders | Space Marines #warhammer #40k #warhammer40k
Overwatch doesn’t activate Firing Deck. That’s only on your shooting phase. If you want, the proper Impulsor phasing is drive up and use Firing Deck, Burning vengeance if they move close to shoot it, then Overwatch when they try to charge.
Thanks for the info!
Brother get the flamer. THE HEAVY FLAMER.
Regardless what the dataslate says, I'll always play Salamanders. VULKAN LIVES! Nice to see them get some love, thanks Black Jackal!
Thanks for the watch!
Big fan of the Impulsor party bus full of flamers, makes for a great distraction/disruption piece if you run it super aggressive or as harassment. LR Redeemer and Repulsors are great as well and super fun.
Unlikely pick that I love taking is a Ballistus played as close range backup to the transports. Assault makes it's guns devistating and punishes your opponent for targeting the transports. Brutalis also a super fun pick!
Most Importantly... VULKAN LIVES *STOMP* *STOMP*
I usually field 2 full units of Aggressors, 2 full units of Eradicators, 10 Vanguard Jump Vets with Inferno Pistols + Chaplain and still have over 800pts left, Adrax is great with Bladeguards.
Sometimes I swap one Aggressors for 5 Terminators with Librarian, sometimes I swap something for 3 Brutalis or Redemptor Dreadies and watch enemy sweating. Invictors are amazing in here.
Overall, Sallies are incedibly fun though tricky and should finally get their own, separate codex or unique set of rules just for them + few unique units to be spared the stupid GW nerfs.
Now add in chaplain with bike and 6 outriders!
18" move always!
24" bolters, Twin linked and devastating wounds every turn!
Anti infantry bounces off and anti tank is overkill!
You can't lose!!
@@william9557 Have them and use them, usually with good results.
ohhh as a salamander player of Peru i always use company heroes with vulkan o with infernus marines.
Salamanders have some play in them. Unfortunately they've had a couple of minor hits from the last balance dataslate.
feels bad man.
This was an awesome rundown of how to play Salamanders. If you are playing space marines right now it's super important to give yourself the best fighting chance. Otherwise you will have zero fun, even in friendly games. This isn't tau, where you can just face roll yourself onto the top tables at a tournament.
Thanks for the watch and the comment!
Thank you for this video. More salamanders content please
Anything specific to salamanders that you want?
FINALLY! MY BOYS GETTING LOVE
Gotta spread it around
VULKAN IS ALIVE !!!!!!!!!!!!
He lives!
To the walls!
The biggest problem with the new update for Firestorm is the 1cp requirement for immolation protocols
Salamanders dont have a CP generating epic hero, so now you have to make harder choices every turn, or feel forced to bring hestan in and never use immo.
Before, smashing that immo button was 100% the way to go every turn.
They need to bring immo down to 1cp or bring in tu'shan and have him generate 1cp.
Yep, the 2 cp strats have been designed to be used with a Captain. Makes no sense to leave them at 2 cp
@@BlackJackalGaming what's worse, is sister of battle have literally the same stratagem. But at 1CP!!!
Preposterous
Space marines can't catch a break this edition
Hi, great vid, as a Sallies player was a lil lost after the dataslate but this rekindled my hope for firestorm a bit. I did notice one issue w your mention of the heavy intercessors saving on 2s bc of their ability, I don't think you are able to improve your save beyond the baseline of your datasheet, meaning that it would only come into play when being shot by an ap1 weapon without cover. Hope I'm wrong bc that 2+ would be awesome.
Thanks for the watch and feedback. That's only for benefits of cover when on a 3+ save, isn't it?
@BlackJackalGaming After a little more digging it seems you're quite right, my bad, man! Was already wanting to run some heavies but now I'll have to!
@swogg4586 so many overlapping rules can be confusing! Heavy intercessors are in a half decent place atm. Just lacks an upgrade option on the Sgt
@@swogg4586yeah it 100% is its own rule. Cover specifies exceptions within itself.
The heavy intercessors do not.
Who is joining Vulkan, Infernus in Impulsor can not be led by him. Cause he is no Tacticus model. And Impulsor only can carry Tacticus. Or I get sth wrong…?
Vulkan lives in each of us.
And so he does
how to Increase 3attack about the gravis captain?
Ah nuts, did I pivot from +3 strength to +3 attacks. Doh!
All these tactics and no ones talking about using a drop pod with 10 infernus marines just popping out. Sure there isnt space for a character to be attached but you cannot deny the absolute onslaught of the drop pod landing 9" away and 10 infernus marines raining hellfire. I have 1 drop pod and 20 infernus marines, will at some point get a second drop pod. Stupid cheap at 70pts.
Drop pods are decent enough. Just a bit difficult finding the space to bring them down
@BlackJackalGaming if you get the first turn it's wherever you want. I'll put mine either directly on one objective or will block an avenue for my opponent to get to that objective with it. If I go second there's plenty of spaces to put for a counter or even drop in their back field if they've bum rushed their whole roster. The drop pod is able to drop in the first turn from deepnstrike. Load it up with 10 infernus marines either in cover next to the drop pod or obscured line of sight if I can't get a shot off when they disembark.
Short answer after the dataslate: don't. Just pretend they're green Ultramarines or Raven Guard
But he...he lives...
Blood for the blood god
He is always paid