So in my endeavors to create a brutal yet fun and functional Drop Pod Salamanders Army I've read and Re-Read the codex and tried to glean as much as possible on how to construct this army in a way that is both Fluffy and Tournament Legal AND effective....
The results are the following:
First I wanted Vulkan, not only for his abilities, but to make it a true Salamander's army.
1 Slot Filled.
The Second slot took a while to fill, but in the end I decided on a Master of the Forge. It's very fluffy and for the build that I decided to go with, Extremely Functional. But what to equip him with? My first thought was to give long range support to the army by giving him a conversion beamer, after about 2 days of thinking on this though i decided that it really would not work for 2 reasons. 1 Why buy him if you're just going to sit him on a bike (not fluffy) or put him with a squad on my side of the board (counter-intuitive to the army build) so i scrapped that idea and tried another - Thunder Hammer and Combi-Flamer. I had almost settled into this idea for the purpose of if i put him with a squad i'd be able to drop 3 twin linked flamer templates on a squad before i charged another squad, but then i'd run into the fact that i'd be wasting the point of the flamers with dropping 3 on a single squad at one time. especially if i'm 6 inches away and the flamer template is only 8 inches long. so i'd be spending 10 points to cover 3 models at most with a template that re-rolls wounds. then it hit me, The master of the forge is Ballistic Skill 5. Let's do a Combi-Melta. it's now twin linked because of Vulkan so I'm hitting on a 2+.... With a Re-Roll. now i had something. along with the fact that now he is able to do VERY much and be quite successful at it. So i can drop 2 templates from the squad..... 1 flamer and the MoF's Flamer, and shoot his Twin Linked Plasma Pistol (yay for 1 dead model) into a squad then charge. while in combat he will always strike at Initiative of 1, but with some work this is not a problem as he has a 2+ save and when i charge i can usually avoid that power weapon in the squad. Now I've dropped (hopefully) 2 guys with him before the charge, I'm in combat and I have 4 S8 attacks. 1 master crafted re-roll to hit. WS 4 so I'll be hitting on 4's against everything but an Avatar or Bloodthirster. Awesome. then that last bit of briliance hit me. I'll be hitting roughly 3 of those attacks per turn, and then i'll be wounding on 2's against almost everything. with a power weapon. one last insurance policy...... Digital Weapons. 10 points gives me that last re-Roll to wound that can make or break a unit.
2 Slots filled.
These guys were actually really easy to pick out.
I'll take 2. Dreadnought, Multi-Melta, DCCW, Heavy Flamer, Drop Pod (Storm Bolter)
These were not quite as easy as you may think.
I tried 4 tac squads with Flamer/Multi-Melta. It worked, but only until i found the secret of the Drop Pod (See Prior Post) so then it became a useless upgrade to take the multi-Melta (24" range was sub-par for this) so...... The Missile Launcher solved my problem. yeah 48" range really can help you out with a well placed krak missile or two.
So, 2 Tac Squads with Flamer and Multi-Melta and Power Fist
2 Tac Squads with Flamer and Missile Launcher
I've read that the Salamanders use Land Speeders Sparingly, and while this is the one option in my army that may seem "Un-Fluffy" nowhere does it state that they DO NOT use them. so i took 2 with a multi-melta and a heavy flamer each, but to stay true to fluff i did not take them in squadrons.
Back to the Master of the forge.....
Drop Dreads again, I'll Take 2. 1 the way above, and one that is slightly different.
Twin Linked Heavy Flamer (it's free from the Multi-Melta) and a Heavy Flamer (twin linked by Vulkan) this lets me do exactly what you'd think... Thin Hordes.
Great fun and an Amazingly well performing army for 1850 Points.
3 days ago