8th Ed. Salamander thoughts?

Discussion in 'Lizardmen Tactics' started by wolfmage, Jul 22, 2010.

  1. wolfmage
    Temple Guard

    wolfmage New Member

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    I'm thinking of investing in some sallies so i was wondering if anyone could tell me how they use them and how effective it is.
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    I like to run my sallies in a unit of at least 2. 3 usually works out better. Then I will start them on a flank and try to get a flank shot across multiple enemy units. This way, if I overshoot, I still hit another unit.

    Be careful with you're Terradons when you go to fire these. you cannot knowingly shoot toward your own troops, we aren't Skaven after all.
     
  3. vapor
    Razordon

    vapor New Member

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    I run two but as different units. March and shoot is a huge boost, so are the new monster and handler rules. With the new giant infantry unit metagame it's pretty easy to get 20+ hits a turn each.
     
  4. skinky
    Skink

    skinky New Member

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    I run 1 or 2 together taking up all the rare duplicate choices I can because these are our most effective units right now and they're so cheap for what they do. In addition to the new benefits mentioned above, the fact that there are no more partials makes these guys all the more powerful.

    Consider running death lore and casting doom and darkness on a unit (remains in play). Fire blast them with the salamander and assuming you do at least one wound (which is hard not to accomplish) that unit has a very good chance of turning around and running away!
     
  5. Kurlin
    Ripperdactil

    Kurlin New Member

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    You need to cause a casualty not a wound. Though 1 wound is usually enough for a casualty against most units.
     
  6. skinky
    Skink

    skinky New Member

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    I think you know what I meant.... :rage:
     
  7. Tlax
    Saurus

    Tlax New Member

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    salamandes make me cry :(owned 1 so i bought 2 more played a game 2nite popped up over a hill aha surprised 40 orks 1st sal im hungry munch 3 crew 2nd sal splutter 2 inches didnt reach 3rd sal why does he get a snack and i dont munch 3 crew, hopefully it can only get better
     
  8. Little Wolf
    Saurus

    Little Wolf New Member

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    I have always loved the salamanders, and they're only better with the all auto-hit and everyone fielding bigger blocks!
     
  9. wolfmage
    Temple Guard

    wolfmage New Member

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    Thanks for the tips I'm pretty sure I'll get one over the weekend ready for the GW events.
     
  10. Calum
    Skink

    Calum New Member

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    i played lizardmen with mywood elves i deployed a unit of eternal guard as a block and marched them down the flank, unfortunatly i really underestimated how bug the board was and the sallies range well i payed for my ignorance byloosing 9 guard in a single turn by 1 sallie folloed up by another 7 from another sallie well thats 16 gone and i only had 15 amazing template monsters supurb anti armour i can see black orks being taken out with this with ease as they wouldn't even have a save now its even worse as nopartials are taken all touched by the tamplte teke the full str hit with armour save modifier, good stuff!
     
  11. Overhamsteren
    Skink

    Overhamsteren Member

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    Soulblight will also effectively make the templates strength 4.
     
  12. liath
    Saurus

    liath New Member

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    I've been playing a pair of salamanders and would just like to check my understanding and get some help in pinning down where these come from so I know I'm not cheating!


    Salamanders use the breath template

    You roll both artillery dice for misfire and overshoot (it doesn't change the direction)

    Str 3, -3 armour save

    You can breath any number of times in the game (in the shooting phase)

    You can breath in close combat (initiative order) instead of your normal attacks - in this case you do not need to roll dice

    When a sally's handlers die it rolls on the monster reaction table.


    Thanks in advance!
     
  13. HoverBoy
    Ripperdactil

    HoverBoy New Member

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    Yes like a fire thrower, but it isn't move or fire. In fact sallies are skirmishers so can fire on the march too.

    Yes.

    Yes.

    Nope, Spout Flames isn't a true breath weapon, it's a ranged weapon that uses the breath template, and cannot be used in close combat.

    Yes.
     
  14. n810
    Slann

    n810 First Spawning

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    "You can breath any number of times in the game (in the shooting phase)"

    One attack per Salamander Per shooting phase...

    Basicly Salamanders are in the category of the Warpfire gun and the Flame cannon,
    except thet also happen to be alive and tend to bite the hand that feeds them.
     
  15. Arli
    Skink Priest

    Arli Moderator Staff Member

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    And eat their handlers....

    I had a unit of 2 this weekend (vs HE) that on the first roll, the Sally ate one handler. The second sally rolled a 10 for distance. Ended up toasting 16 of the 18 models hit. Was amazing.
     
  16. wolfmage
    Temple Guard

    wolfmage New Member

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    I love my sallie. Now I remember telling someone to look through the older posts if they wanted sallie advice but didn't realize anyone would resurrect one of my first posts.

    We got off luck with our sallies not being breath weapons or we would have useless one shotters that can misfire. Thank-you GW.
     
  17. walach
    Razordon

    walach New Member

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    i wtb new artillery dice... every time i stand close i roll a 10, every time i keep my distance i roll a 2!

    obviously they tend to not perform as well against anything T4+, or small units where it's hard to get many hits.

    but seriously, against any big block/horde of T3.... just sick....
     
  18. Sandman130
    Saurus

    Sandman130 New Member

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    I used to struggle with sala's until I read something that changed my life. BE 8 INCHES AWAY. AT ALL TIMES. Eight inches will effectively guarantee atleast a few hits. If your lucky you will roll an 7 or 8 and absolutely burn whatever your trying to burn to the ground. S3 is surprising weak so don't expect to be crushing elite infantry, and the panic test is only a small perk so don't plan on it. But they are still wonderful. Plus with the new handler rules and fear rules I have no problem running it into the flank or rear of a combat I need to win. I Always bring 1 and 1 (instead of two in one unit). This has many advantages as well since any kind of magic attack wont crush both. If they fit your playstyle- go with 3. 2 and 1. Always bring the extra handler.
     

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