Why are they good against abominations? Can't they only do one strength 3 hit, so if you do manage to hit it, you can at max do 1 wound? I'd have thought they are best against big chunks of t3 infantry.
The key with an abomination is that when it does hit, it removes the regeneration from the model. Then your skinks can destroy that thing without fear of it regenerating. Now, where the salamander's really shine is on any block units with a toughness of 3 or 4. Armor saves are ok too as you have the -3 to the armor save. Followed by the leadership test FTW.
Heh. I was at a tournament last week, against Warriors of Chaos. Turn 1: Salamanders run up, flame at the furthest possible distance, kill a single warrior, and a block of 500 pts (including the BSB) panics and runs off the table. Priceless.
Wow, what was the unit's leadership? No inspiring presence? What did your opponent roll for those two tests? That would be sweet to watch.
He did get Inspiring Presence, but his Leadership was only 9 - and on the first roll, he rolled 11, while on the reroll, he rolled 10. He rolled pretty high on the flee roll as well. It was really one big string of bad luck, and that string continued on for the rest of the game - but that was the high point. He didn't give up then (it was a 2500 point game, so there was plenty left), but the odds were against him from then on.
That sounds glorious. Nice one man. I played WoC in my local GWS yesterday and a horde of 40 warriors was really softened up by the sallies.
Have had some Salamanders sitting around for a while here and just never used them. I usually play smaller games at the games group that I attend (800-1500pts) and never had thrown them in my list. I have to say that by adding a single unit of one to my list starting at 800pts has been a great decision. Been lucky on misfires so far and a single salamander ended up causing a unit of 20 dwarf warriors to take massive casualties (11?). We are going into the 1100 point round at this point and I think that I'll be adding a second salamander to the unit or perhaps separating them out into 2 seperate units. Worth their points almost every time!
Worth noting, Pretty sure you have to cause a Casuality and not just a Wound to cause the panic check.
I have always played it as a wound. I just looked it up, it is a casualty! So, just don't target multi-wound models with it.
Well, If said multi wound monster has regen I'd still do it. Burns off the regen for that phase for your skinks to shoot it to hell with no extra save
Yea, that would be the only reason for using it. I was thinking of something with 3 wounds like a kroxigor or some Ogres (without regen).
Yea I found out about the rule when I shot into some Ogres... definately one of the less efective armies to use salamanders against.
I was trying to understand the faq on multi salamander units and it makes it sound terrible. If you have 1 unit of two you roll two artilery dice when fireing? And if either is a misfire neither fires and you eat some skinks. Doesn't that mean you should never make them in units greater than one unless forced to by tourney rules (max rares etc)
Well if you hit a whole unit of multi-wound models you will still have a chance of causing a casualty.
I looked through the FAQ to find what you are referring to and can't find anything about this? Are you perhaps reading the FAQ that answers the Razordon questions about misfires? I may have missed it but if you could be specific about what you're talking about here that would be great. It is my understanding that each Salamander fires using its own artillery dice. Playing a multi-salamander unit during the shooting phase would go something like this: 1) Salamander A fires using own artillery dice. 2) If it's a misfire that Salamander eats D3 skinks available to the whole unit (remember 6 handlers are 'available' to be eaten). Otherwise resolve the hit against the enemy unit including it's panic test for casualty(s) caused. 3) Salamander B fires using its own artillery dice. 3) Resolve that salamanders attack as normal including misfires. A couple of side notes here. 1) It is possible for your salamander unit to cause a panic test on a unit you are firing on with the first salamander causing it to flee out of range of the 2nd salamander not allowing it to fire. 2) Both or all three Salamanders could spend the entire turn muching on skink snacks and not breathe on the enemy at all. 3) If your salamanders are all in the same unit, A single skink handler is enough to keep them from rolling the leadership test required to avoid the monster reaction table. Yes a little wierd but makes the most sense from a rules standpoint. Please feel free to correct me if I am wrong.
Your right thanks alot. Yeah that ruling only affect razordons and stand and shoot. Which is lame that one shuts down the other but thats for another topic.