Kings of War/Tactics/Salamanders

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Revision as of 15:53, 4 November 2015 by 1d4chan>Flintgem (Infantry)
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Why Play Salamanders?

You like dinosaurs?

Army Special Rules

  • Flames of Kthorlaq: All units in this list have Crushing Strength (1), unless specified otherwise. Also, all infantry models in this list are on 25x25mm bases, unless specified otherwise.

Unit Analysis

Hero

  • Battle Captain:
  • Clan Lord:
  • Clan Lord on Fire Drake:
  • Firebrand:
  • Ghekkotah Clutch Warden:
  • Ghekkotah Skylord:
  • Herald:
  • Mage Priest:

Infantry

  • Salamander Primes: Basic front line unit, they are mighty. Good Melee, Good Defense, CS1, and pathfinder will make it so terrain won't bog down your horde. These are the guys you want going up against enemy hordes, and they will hold their own against most things out there. The option to take Great Weapons (-1 Def, CS up to 2) is interesting, but you're probably better off taking a Tyrant horde in that case.
  • Salamander Unblooded: Basic cheap infantry, could be useful in order to have a backup horde, but all things considered you're better off with Prime Hordes or Ancient/Ceremonial Guard Regiments.
  • Ancients: Great Melee and Fantastic Nerve, but you lose Pathfinder over Primes and they're a little more expensive. No horde option, but that's ok - these guys are the anvil of your army, and are a good option to hold a flank. As with Primes, GW option is not very appealing.
  • Ceremonial Guard: Really just Primes with Phalanx and more attacks over Pathfinder, they are also a good Regiment to hold flanks. Overall, pretty on par with Ancients (those extra attacks are worth more than you think).
  • Corsairs: Bit of a mixed purpose unit, they can harass with pistols and charge a flank to add more attacks to a larger unit's charge when needed. Troop strength only is a little odd, and they will not hold on their own, but there are worse choices.
  • Ghekkotah Hunters: More of a pure shooting unit than Corsairs, they're quick as hell and come with some interesting rules.
  • Ghekkotah Warriors: Practically bristling with attacks, they're better at Troop and Regiment levels against big-cheap-dudespam armies (Goblins, Ratkin, etc.) but won't hold long in any form. The attack profile doesn't scale up favorably at all at Horde level, but they're (surprisingly) not bad Troop support to pile on attacks - just don't expect them to be there after the dust settles.

Large Infantry

  • Ember Sprites: Cheap, Breath Attack, and Vicious, but terrible Defense and lackluster attacks. They won't last long in melee, and you need to have a plan for them. Tyrants are overall better, sadly.
  • Fire Elementals: Fantastic Nerve, great attacks, great speed, pathfinder, and Shambling (not a drawback if you've got a shooting-heavy army). A Mage-priest with Surge is flat out required, but the trade offs over Tyrants can be worth it if you build around it.
  • Tyrants: These guys are your melee beatstick, and boy are they good at it. Brutal to reduce enemy Nerve, Fury to counter charge when wavered, CS2, and a lot of attacks mean they will wreck the enemy. Solid choice any day.

Cavalry

  • Kaisenor Lancers: Good Melee, good number of attacks, TC(1) (which will stack with CS(1) on the charge, don't forget), and fast. I cannot stress their speed enough, though without Nimble they are a little ungainly. Their drawbacks are oddly low Defense and poor Nerve, but they are surprisingly well priced for what they do. A solid flanker all around, and not bad against enemy cavalry or fliers.

Large Cavalry

  • Ancients on Rhinosaur:
  • Ghekkotah Skyraiders:

Monsters

  • Ankylodon Battle Platform:
  • Fire Drake:
  • Greater Fire Elemental:
  • Komodon:
  • Lekelidon:

War Engines

None.

Tactics

Tactica here.