Yea, but I'm more referring to that they don't count for anything other than wounds or attacks. They don't block TLOS, you can't charge a unit if you're only in range of skinks. They just respresent wounds and attacks but have no other effect on the game and might as well be invisible.
but then you would have to use some silly counters or so to keep track of the wounds and attacks BTW my O&G friend complained about this very point during the last game... for no apparent reason
I'm all about trying something different and taking less popular units. In 7th, I never left home without my Razordons and giant Skrox block, despite their status as less than ideal choices. Now, though, the salamanders really are too good for me to pass up. I've had games where two units of 2 literally accounted for the vast majority of my kills versus infantry heavy Dark Elf and WoC armies. The first time I landed a double flank shot against a Chaos Warrior hoard, I was sold. I'd never hold it against anyone for not taking salamanders, and I can see why some folks would avoid them on principal- just like some other players don't choose Teclis, the Ring of Hotek, or Kairos because of their great advantage. I hate bandying about the term 'broken' when it comes to anything with a powerful rule set, but salamanders are definitely up there as far as units that frustrate my opponents to tears. If a rival in a friendly game asks, I'll gladly swap them for Razordons, provided he is willing to make a similar concession. I'd still rather face them than a dedicated gun line any day, though.
I'm suprised one of the key points of salamanders wasn't mentioned. The crush our opponents reliability in being STEADFAST! The biggest problem my Saurus Warriors have is not being able to break my opponents steadfast regardless of me taking 30-40 man blocks that can be buffed to hell. Salamanders completely devastate numbers. They widdle down enemy R&F's! An opponent that isn't steadfast is an opponent that is going to lose that around and give me an opportunity to get into combat with something else in the following turn. On a side note. Salamanders aren't the end all be all of unit choices. They are soft for their points and still need to operate in the relative safety of our Slann so they don't get march blocked and charged. Often when that "Enemy Sighted!" screws you, you cant avoid getting in combat with that 6" move. I'm probably the most recent example of the Lore of Beast w/ no Sally list and it's extremely effective, especially due to the meta-game. But you can take a lone unit of Sallies, can't do that as well with a Stegadon. Sallies have flexibility.
The reason people haven't mentioned it directly is because we are already assuming people are using their salamanders to ..... kill the enemy.
Every model can be assumed to be on the table to kill something. The reasons how and why they go about getting you maximum VP's is a little bit different. Most people have spoken about Salamanders as an individual entity in our army when they are the key synergistic piece of equipment we have and must be used as such.
It's still more tactical than factual. We're talking about stuff that has changed with them, not about 8th meta shifts. There are plenty of tools to trim down unit sizes so they won't be steadfast. Besides, sometimes it's better to use the -3 armour of the salamander fire against heavily armoured non steadfast targets, while using your poisoned attacks to trim the numbers of lightly armoured steadfast units.
I have 3 sallies and in my last game against VC they took out about 30 models. Lucky rolling helped though
True, but from 7th to 8th steadfast appeared and salamanders are the prime unit to counter this in our opponents. Skinks do this as well, but not in the same magnitude or flexibilty as Salamanders. The option to shoot heavily armored targets (Chaos Knights/Warriors, Brettonians, Inner Circles) is great, no argument there. If a horde of MoK GW Marauders and MoT Warriors are my options, then I'll go with spouting on the former =P But I guess that more of a toughness issue than armor. I still think on a rare to rare basis, and even special to rare, salamanders are amazing support and surpass even Chameleon Skinks in overall usefulness. Allowing our Saurus to finish a combat in 1 round is amazing.
The biggest thing for me is that a sallie is only 70-80 points, its not like you are revolving your entire army list or battle plan around them. They are a very cheap and easy addition into any army and repeated uses by people have shown them to be very very effective. Sure they won't go super every game, but then nothing does. There is an element of luck to the game, if they perform well 5 out of 6 games I am happy with that. Hell even if they do great 50% of the time thats pretty decent considering their points.
I have only faced Goblins so far in 8th. Comparing points is not an option. They kill a lot of goblins though, I just need to remember Fear if they get into combat. Cheers!
I once had one sally kill two Blood Knights in one shot A little bit of luck on the roll, but still, 110 points ^^ (if I remember correctly)
My salamanders have made back their points and more in all but one of my games (where they were apparently very very hungry x.x)