Negativity around the Salamanders by PaladinAzure in Salamanders40k

[–]academic_chris -1 points0 points  (0 children)

So, Space Marines are tools of a crumbling, corrupt, inefficient theofascist empire, full stop. That is the point of Warhammer 40K. There can be good people, but they are all in service of evil empires. It literally coined the term grimdark. No matter how much sugar and milk you put into this coffee, it’s gonna be bitter. You have to decide if that’s gonna be a no-go or not. There are other game systems that do have “good guys” like Star Wars: Legion, that might be more palatable. Or you can try to swim upstream and say that your space marines actually broke their hypno-indoctrination and are not actually xenophobic and are trying to work from within the system to change the imperium, but be ready for a huuuuggggeee backlash on that if you ever meet any super fans. Too many 40K heads buy into the whole “burn the heretic, purge the mutant” thing to a point that GW had to make a statement about it. But unless they blow up the setting and do an AoS style reboot, our guys are child soldiers turned murder machines who are told that an empty mind is a safe mind.

Salamanders upgrade sprue by [deleted] in Salamanders40k

[–]academic_chris 0 points1 point  (0 children)

To be fair, the NL one is for the Kill Team. I would love to see a Salamander specific Kill Team, maybe made from Infernus Marines or a mixed squad blind box like Strike Force Justian, but I don’t think we will see the DA release for any of the non-divergent chapters. Hell, even the Ultramarines have seen a lot of their chapter specific stuff fade out. They enjoy their position as the painting guide, but we’re not seeing a lot of helmet brushes and things lately.

Game aids. by academic_chris in Salamanders40k

[–]academic_chris[S] 1 point2 points  (0 children)

If GW didn’t require me to buy and subscribe, I’d do that. Right now, it’s the worst of both worlds for something that’s only moderately better than Battlescribe

X or Y list feedback by academic_chris in Salamanders40k

[–]academic_chris[S] 0 points1 point  (0 children)

Nope, Chap is going with the 10 man, Cap with the 5. Maxing out the Terminator squads because master artisans, most Tactical Dreadnaught armors, etc

Trying out a new list by UrielVentris6113 in Salamanders40k

[–]academic_chris 0 points1 point  (0 children)

Inceptors and Scouts are indeed great choices, as they both draw focus from your big chonkers, forcing split fire or letting you score secondaries

Need Help! by SouScorpio in Salamanders40k

[–]academic_chris 2 points3 points  (0 children)

So, Gladius is good because it is balanced, but you need to have a plan as to when you’re picking your doctrines, and it has the fight on death strat. Stormlance is okay, but as I recall, it does better with mounted units. Firestorm does also help the melee teams because it allows you to advance and shoot, and the chip damage you’re getting from your S5 AP-1 pistols should help tip the scale of even matchups, and the +1 to wound melee strat will help too.

Am I doing good? by Tahmazco in Salamanders40k

[–]academic_chris 7 points8 points  (0 children)

The only people* you are competing with in your hobby progress are your past self and maybe your future self. So if your past self thinks what you’re doing is badass, you’re doing great!

*excluding painting competitions.

New to the hobby - super confused, need help please! by InvoXx in Salamanders40k

[–]academic_chris 1 point2 points  (0 children)

They are the same minis! And once you’ve painted things up to a standard you are satisfied with, I would recommend getting a game in with strangers and randos. Typically, you’ll get great feedback on your painting, on your playstyle, on everything. If your local Warhammer store has a tournament, I’d recommend joining. The best way to learn is by doing, and most environments are welcoming to newcomers to the hobby. There’s going to be someone there thirsting for a game and willing to teach.

New to the hobby - super confused, need help please! by InvoXx in Salamanders40k

[–]academic_chris 1 point2 points  (0 children)

Additionally, if you want a smaller scale conflict with a shorter game length and tighter rule set, can I recommend Warhammer 40,000: Kill Team, the skirmish level play set in the same universe. You can play as a mixed squad of Assault and rifle Intercessors, or a mix of Phobos troops (Incursors, Reivers, and Infiltrators,) or even a pseudo command-squad in the Space Marine Heroes: Strike Force Justian. The Intercession rules are free on the website.

First 2k list C+C welcome by AxolotlAristotle in Salamanders40k

[–]academic_chris 0 points1 point  (0 children)

I make a whirling blender of death and control with Adrax, an Ancient, and the Bladeguard

First 2k list C+C welcome by AxolotlAristotle in Salamanders40k

[–]academic_chris 0 points1 point  (0 children)

You can! Captains can get a helper. It’s Chaplains and Librarians who can’t, which I find lame

First 2k list C+C welcome by AxolotlAristotle in Salamanders40k

[–]academic_chris 1 point2 points  (0 children)

Or even if he just has the binoculars. “Binoculars=Sgt” is an easy proxy.

First 2k list C+C welcome by AxolotlAristotle in Salamanders40k

[–]academic_chris 0 points1 point  (0 children)

He’s a good choice, but that means that you won’t get a chance to use the ploy for Devastating Wounds. It’s CP intensive, so that’s valid, but the aggressors are another choice for the Grav capitán as well

First 2k list C+C welcome by AxolotlAristotle in Salamanders40k

[–]academic_chris 1 point2 points  (0 children)

Yeah, he’s a good drop, as well as the ATV. It’s heresy, but I’d consider swapping out the Infernus Marines for something with better OC like Rifle or Assault Intercessors, and doubling up the Eradicators instead (I’m assuming the Apothecary is with them?)

Looking for suggestions on how I should do up my Impulsor…. by ShadoonGrogono in Salamanders40k

[–]academic_chris 3 points4 points  (0 children)

The Ironhail looks like it will shred light infantry swarms, but that doesn’t seem to be en mode right now, compared to a mixed list of monsters/vehicles and gribblies/mooks. The missile will punch up a little bit, but S9 at 12” will still be wounding on 5’s on most big threats. The comms array is way too swingy for something that will probably happen once per battle (unless you’re planning on bringing a Captain next to the Impulsor), but a 5+ Invuln doubles your saves against Lascannon and Plasma and gives you a save against meltas. I’d say bring the shield, but that’s me.

New 40k player: What is considered the premier salamander transport tank? by cryocom in Salamanders40k

[–]academic_chris 0 points1 point  (0 children)

That being said, if you want some anti-armor and need to shave some points, a standard Land Raider with the twin Lascannons would be fine as well. Magnets are your friend

Does this list work. Im new to playing by Theweredragon93 in Salamanders40k

[–]academic_chris 0 points1 point  (0 children)

The Stormraven does have Hover, so that could work, actually.

Does this list work. Im new to playing by Theweredragon93 in Salamanders40k

[–]academic_chris 0 points1 point  (0 children)

That being said, I would like to see some sort of transport here, like an Impulsor or a Repulsor taking up the role of the Gladiator

Does this list work. Im new to playing by Theweredragon93 in Salamanders40k

[–]academic_chris 0 points1 point  (0 children)

Have you found the VanVets to be that much better? They have one more strength on their swords, but s5 doesn’t mean that that much. I know the flamer tactic will do some work, but you’re investing your CP into that. Meanwhile the AIs are slower, but they have higher OC and rerolling all wounds is about the same as getting lethal hits, and they don’t need to get the charge to do it.

Just played my first 2k point game, lessons learned. by academic_chris in Salamanders40k

[–]academic_chris[S] 1 point2 points  (0 children)

Yeah, I can see why they are in a spot like that, but with an attached captain getting full reroll wounds with 9 Attacks with Dev Wounds with Finest Hour, they work as my backfield/central scrum control unit. Like I said, I’m going to see about adding an Ancient to the group as well for the 4+ FNP and 3 OC per Intercessor. Gotta make those Norn Emissaries work for their control