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Space Marines Review: Salamanders

Do you like your fire with extra fire? Do you think your melta’s are just not quite melty enough for you? Do you feel a burning need to protect the innocent and seek out lost treasure? If so, perhaps Salamanders are the army for you. For more awesome tactical content, check out the Tactics Corner!

Salamanders have been a quite a divisive supplement in this latest 8th ed up-gunned version of them with the release of their Codex Supplement of the same name. Many people I talk to look at them as either being over powered or under powered. There Faction Specific Doctrine Bonus is very limited in scope, but powerful in application. They do not have the broad sweeping utility of Iron Hands or even Ultramarines. Like the Ravenguard I reviewed earlier, they are a list that is meant to do specific set of things, and do it very well. Likewise, it will take a skilled general to run a pure Salamanders army and run it well, but in the hands of a skilled player, it has the potential to be quite dangerous.

I am going to be using the ranking system utilized on several other reviews, detailed as such

Ranking System

Chapter Tactic

A detachment of Salamanders gains the following benefits. First, they have the Master Artisan’s ability. Once per unit, per phase, that unit may re-roll a hit roll and may re-roll a wound roll. This ability is amazing and one of the build-your-own traits that many people take. The second half of the Salamander’s trait is they get to treat ap -1 as if it were ap 0. While not bad, and there are a lot of ap -1 guns around, this trait is not as powerful. I would see a lot of armies choosing to pick up a second trait instead. This does lose them access to their two (4 with ForgeWorld) special characters though, listed below, all of which are good enough to merit consideration. The biggest trait that a flame-focused Salamander’s Successor would probably want to pick up is Long Ranged Marksman for the +3″ range.

Promethean Cult

If your entire Army is Salamanders, or the same Salamanders Successor chapter, you gain this bonus. Whilst the Tactical Doctrine is active, all flamer and Melta weapons gain +1 to wound. Wowzers. This is just what the doctor ordered. This pushes flamers from good to amazing, and meltas to become a good deal more reliable. As we shall see below, Salamanders get a lot of tricks to get the most out of their flamer weapons too.

A note on Successor Chapters: As is the case with all the Supplements, if a chapter is a Successor, they may replace the word Salamander in all the below powers, traits, strats etc with their own chapter word. In addition, if the entire army is Pure Salamander, or pure Successor (same Successor -no mixing and matching) they get access to Promethean Cult above. As of the November 2019 White Dwarf, a single Inquisitor model may join any Space Marine army and not forfeit their ‘pure’ requirement for Combat Doctrines.

Before we take a deep dive into the rest of the army here, I want to discuss that there are two styles of playing Salamanders, in a broad sense. The first tries to maximize the usage of the Promethean Cult ability (by taking a lot of flamers and melta units), while the second plays to all the other strengths of the army and treats the Promethean Cult ability as an added bonus when activated. The ratings for the items in this book will vary slightly based on that focus and build. Things that would be Efficient typically will be made more Competitive when the whole army is built around maximizing Promethean Cult.

The Units

Salamanders get two units in the supplement, and have another two special ones from Forgeworld which are worth a mention as well. All four of them are worth a look, and three of them alone make taking a Salamander’s army over a Successor a serious consideration.

Vulkan He’stan

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6″2+2+445492+/3++

Wargear

Special Rules

So, Vulkan is decent. On his own he is nothing to write home about, but his Re-rolling wounds for Flamers and Melta weapons adds a level of reliability to them that they very much enjoy. Having a Doom-esc ability with a 6″ bubble gives him a solid place in any army that is built specifically to take advantage of his Forgefather rule. With a Heavy flamer as his main gun, and a decent number of good attacks, Vulkan is not going to swing a battle in his own right, but he won’t let you down either. At first glance, not getting the Chapter Master ability over Rites of Battle is a bit of a let down, but between re-rolling 1’s with it and Master Artisan’s allowing another re-roll to hit, you probably don’t need it. For 130 points, he is not a steal but still a very solid choice. Efficient

Adrax Agtone

MWSBSSTWALDSV
6″2+2+446592+/4++

Wargear

Special Rules

Clocking in at 140 points, Adrax is the Primaris special character for Salamanders. He is a bit of a Melee powerhouse, and if you want to build to really take advantage of that, you absolutely can. Like Vulkan, he adds some reliability to flame weapons yet in a different way. Both he and Vulkan (and the whole army) have to answer the question of mobility. How to get him where he wants to be to maximize potential. Once delivered, he can change the way your army functions, and when built to take advantage of this, he is quite powerful. Efficient

Harath Shen

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6″3+3+444393+

Wargear

Special Rules

Coming in at 75 points, Harath Shen used to have the title of best Apothecary in the game. Now though, I think he has some serious consideration from a Chief Apothecary from Faith and Fury. He still does several things very well. First, as a relatively inexpensive HQ choice, he can help fill mandatory slots in any detachment. Marines now have some very good HQ’s, so needing to fill that slot is not a challenge, but for his low cost and good utility, plus the fact all other Apothecaries are Elite, Shen offers a very unique option. Additionally, his resurrecting abilities are more reliable and improved. Reviving on a 3+ instead of a 4+ is a rather large improvement (about 16%). The extra pip of healing is also very welcome. Second, beyond his points cost, Shen does not require any more investment of resources. A Chief Apothecary offers some very unique and good abilities, but at a relatively high opportunity cost. CP and Warlord traits are both a rare commodity in most Marine armies, and Salamanders in particular have lots of nice traits and strats to compete with. Unless an event does not allow Forgeworld units, Shen is one I would expect almost any pure Salamanders army to run. He has the plasma rule I think all characters should have, and a decent sword too. But his real value is in filling a mandatory slot and doing a reliable job with little else needed of him. Competitive

Bray’arth Ashmantle (Forgeworld – Dreadnaught)

Not actually Ashmantle, but a cook looking dread still
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6″2+2+898492+/5++/4+++

Wargear

Special Rules

Ashmantle is an interesting case now. Clocking in at a whopping 400 325 points (revised after chapter approved), this big boy is not cheap by any stretch of the imagination. I am split on the idea of getting him a Lucius Pattern Drop Pod. On the one hand, his longest range gun is 8″, and with a 6″ move, he is very, very slow. On the other hand, that is an 80 point investment on a 400 point model, just to get him up the board. That being had, this guy is stupidly resilient. A Smash Captain, with all the bells and whistles, can expect to do about 3 damage to him. The Heavy Laser Destroyer on a 2+ BS Iron hands Repulsor Executioner double tapping into Ashmantle can expect 4 wounds to slip through. That is a very, very tough cookie. Ashmantle’s weakness, as with much of the Salamander’s army, is mobility. He is going nowhere fast. A drop pod or a Storm Hawk (which is still not a good unit) can help mitigate this, but only so much. Ashmantle is a cornerstone of a castle, and will mostly be used to scare things away from him. If we wanted to crank him up to a silly level, he can also take a Warlord Trait for +2 Toughness, Might of Hero’s for an additional +1 toughness and Drakeskin for another +1 toughness bringing him up to toughness 13. Honestly, this is not needed, but it is doable! The ability to take Warlord traits now, and the bonuses from Promethean Cult make Ashmantle better. I doubt he will grace any top tables, but he is certainly not bad, just very niche. Situational

Warlor Traits

Salamanders have some absolutely amazing warlord traits. In a continuing trend for Marine armies, they have more good traits then slots to use them with. There are a lot here that, just depending on the army build, become auto takes. Build changes exactly which, but man are these good.

Anvil of Strength: +2 Strength. Short, simple, and very powerful. Turn a character into an absolute beatstick. Since this is added to the Characteristic, it is applied before any weapon mods. So, a Smash Captain with this jumps to Str 12, or a Slaplin (Chaplin with the Manta of Strength and Benediction of Fury relic – jumpkit optional but advised) can be hitting at Str 9. This makes your melee threats very threatening to everything. Competitive

Miraculous Constitution: This trait confers a 6+ Feel no Pain save and an auto Regen of a single wound at the start of your turn. This is not bad, but the other traits are better. The Wound regen is almost funny to put on Ashmantle as a troll job. Situational

Never Give Up: The Warlord may select a unit within 6″ and give them the Defenders Against Humanity special rule. This certainly has its uses, especially on a very tanky unit you use to steal an objective. Again, though, the other traits are just better. Situational

Forge Master: +2 Toughness. Speaking of tanky units, this can be used to really push a character up to Knight levels of toughness. Getting a touch ahead of myself with unit combos, but a Captain on a bike, with Forge Master goes up to toughness 7. Might of Hero’s and Drakeskin pushes that to toughness 8 and then 9. With a 3+ armor save and a 4+ or 3+ invul save, this warlord can take some concentrated fire to bring down. Every warlord likes to be harder to kill, and this trait helps a lot. Competitive

Lord of Fire: The warlord has a 6″ aura that allows the dice for the number of shots on flame weapons to be re-rolled. This is very powerful for an army that is trying to take good advantage of Promethean Cult and flame weapons. With Dreadnought Chaplins not going to Legends, this has a strong play as a bonus trait on one of them even, when equipped with a Inferno Cannon. The reliability offered by this really helps this one shine. Competitive

Patient and Determined: Once per shooting and/or once per fight phase, auto hit with a single attack. No risk overcharged plasma? Auto hitting Melta? Auto hitting powerfist/Thunderhammer? This is good. Very good. A techmarine with a Combi Melta and Servo Harness with this trait becomes very, very reliable. Competitive

Relics

One of the focal points of Salamander Lore is them seeking out the Relics left by Vulkan. Some have been found, others are still missing. Add in their focus on craftsmanship, and it is reasonable to expect the Relics of the Salamanders to impress. They do not disappoint.

The relics of the Salamanders, like all other supplements, are broken into two categories. Relics of Nocturne, which are limited* to pure Salamanders lists only, and Special issue Wargear, which successors and ‘Manders both may access.

*Barring a strat to allow successor chapters to pick up a ‘Manders relic

Relics of Nocturne:

Seeing as the above are limited to Pure Salamanders, that is a pretty strong argument to not run Successors. Their relics really have you making some difficult list building choices, which to me is the sign of a well made book.

Special Issue Wargear

This list starts off with the standard four options available to every suppliment; Adamantine Mantle (5+ feel no pain), Artificer Armor (2+/5++ save), Master crafted weapons (+1 damage on one weapon) and Digital Weapons (a bonus attack that if it hits, does a mortal). None of these are very exciting, although some may have a place in armies, they do not lend ‘Manders anything unique. Let’s take a look at those that only the sons of Vulkan may take.  

The power of Salamander Relics is certainly in the Relics of Nocturne, but that is not to say the Special Issue is bad. It feels quite appropriate too, when considering lore. Overall, between these, those in the main Space Marine book, and that newly added by Faith and Fury, a Salamander’s player has some tough choices to make.

Psychic Powers

Salamanders have, like most of the supplements, two really good powers, and the rest are a bit lackluster. These two, however, are good enough to want to take The Tome of Vel’cona relic. Without further adieu…

Flaming Blast: This Warp Charge (WC) 6 power allows the psycher to select a point on the battlefield within 24″ and visible, every enemy unit within 3″ of that point takes a single mortal wound on a 4+. This power is ok at best. There are situations where this could be decent to hit multiple squads all bunched together, but doing a single mortal on a 4+ really limits it. Unless playing against a castle army with multiple small units, I really don’t see this doing much. Situational

Fire Shield: The first of the two really good Salamanders powers. Let’s get this out of the way now and say this is CompetitiveWC of 6 (5 with the relic) lets the psycher select a friendly Salamander unit within 18″, and make it -1 to be hit with ranged weapons and -1″ to be charged, until the start of your next psychic phase. That unit that is Self Sacrificing; -1 to hit. Your Relic Leviathan; -1 to hit. Storm Hawk gunship; -2 to hit. Ashmantle jacked up to toughness 13; -1 to hit. This power is good. WC 6 makes it very good. WC 5, with The Tome of Vel’cona makes it incredible. Sure, with all the re-rolls available now, a single -1 to hit is not what it used to be, but this is stacked with the toughness boosts ‘Manders can also put out, makes this so very, very good. 

Burning Hands: I really want to like this one. At WC 6, the psycher turns into an almost-scary melee threat. Until the start of your next turn, every hit in close combat does an automatic mortal wound. Don’t roll to wound, or do damage, 1 hit = 1 mortal and done. Hitting on a 3+, a normal libby has 3 attacks with primaris getting 4. Shock assault, Imperium’s Sword/Champion of Humanity, Vulkan’s Sigil, and Might of Hero’s could potentially boost this all the way to 9 attacks. That is a lot of investment on something that amounts to a pretty squishy character. All of those abilities, traits, and powers are better invested elsewhere too. I would pick this up as my third power from the Tome relic, and have it as a fringe case should he ever find himself stuck into CC. Efficient

Drakeskin: The other power you are running a Salamander’s Librarian for. Also, for the low cost of WC 6, you select a Salamander’s unit within 12″ and add 1 to that unit’s toughness. Toughness 5 Terminators who are -1 to be shot at with a 3++ are actually a bit of a pain to chew through. Pushing Vehicles up to T8 or even T9 makes a pretty big difference. A Bike captain will also appreciate this making him go up to T6. As mentioned in the Warlord trait section, this can combo with the Forge Master trait and Might of Hero’s to push him to T9 as well. The crowning jewel is the reliability of this power as well, coming down to WC 5 with the Tome relic. 100% expect to see this power. Competitive

Fury of Nocturne: Select a visible enemy unit within 18″. On a WC of 6, you roll 2d6 and compare it to the highest toughness characteristic in that unit. If you beat it (not equal, must exceed), that unit takes d3 mortals. This power is ok if you want to target a unit, or find that you have already cast smite twice already, and want to go after a T5 or lower unit. Otherwise, smite is better. I see Salamander’s taking maybe two psychers in total (the second to pick up Null Zone and Might of Hero’s), so I doubt there will ever be more than two smites cast. Targeting with it is nice, but not nice enough to compete with Drakeskin of Fireshield. This also could be a pickup from the free power off the Tome. Efficient

Draconic Aspect: The psycher, on a WC of 6, has a 12″ bubble of -2 leadership to enemy units. Most psycher’s don’t want to be within 12″ of enemy units. But hey, let’s run with this… Draconic Aspect + Helm of Draklos + Fear Made Manifest Warlord Trait = a -4 leadership bubble within 6″.  Best case scenario, you can make an additional 4 models run from a leadership check. If they don’t have a way to auto pass, or ignore, or only lose one… etc. This could be good the day Leadership becomes relevant again.  Situational

To me, a Librarian with Flameshield and Drakeskin are pretty much an auto include. The Tome relic is optional, but amazing. It becomes a lot more optional when running Successors and you only get one relic from the Salamander’s proper list – vying with the Mantle for your choice. Otherwise, in a pure ‘Manders army, I see no reason not to take it.

Salamander’s also have some pretty nice stratagems, including one that the internet complained broke the game. I don’t feel it was anywhere near as broken as everyone made it out to be (we did not see Salamander armies shoot to the very top of the brackets and dominate the tournament scene… like another supplement did. You know what you did…), it was strong enough to get a complete re-write in the FAQ.

Stratagems

And there you have it – the Salamander Stratagems. A few decent ones in there, some very good and a couple that are more lore based or just not that good. Unfortunately, I believe that after the Iron Hands fiasco (which I personally still feel has not been corrected), when people lost their minds over Self Sacrifice and the Fires of Battle strats, GW reacted a bit too harshly. I really liked the dynamic game play Self Sacrafice offered your opponent, but that is neither here nor there any more.

Psychic Awakening: Faith and Fury Chapter Litany

As with every other Marine Chaplin, Faith and Fury gives away a free toy in the form of an extra litany. Salamanders get Selfess Saviors which when inspiring, gives a 6″ aura that any units within may heroically intervene. Seeing as Litanies are cast at the start of the Battle Round, and heroic intervention is done at the end of your opponent’s charge phase, a canny opponent can recall this and account for it. This will probably be more ‘gotcha’ moments than anything else. Or, they can accept it and charge in anyways. It is not bad, and as a free upgrade it is nice to have in those situations where it is needed, but overall it’s not needed. Situational

Unit Combinations

I would like to take a look at some of the combinations of units, strats, etc that a Salamanders army can pull off which other Marine’s cannot do as well. This list is not exhaustive, just some that immediately jump out to me. Some of these I have hinted at above, but I want to really delve into here. I am not going to talk about flamestorm aggressors as everyone knows those are begging for Salamanders’ love.

And there you have it. Salamanders are certainly a very deadly army, and they have quite a number of tricks up their sleeves. The problem any Salamander general will have is learning how to get their forces where they want them to go. If they can manage that, this army is scary strong. There are certainly ways to do it, and all the tools are there. I believe this is not going to be an easy to pick-up-and-play army. This army is for those who are dedicated to learning how to squeeze every last bit of promethium from their flamers.

Thanks for reading, and happy Wargaming!

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