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post #11 of 19 (permalink) Old 07-19-17, 04:40 PM
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Chapter Focus: Salamanders



Using speed, stealth or tactics to defeat your foes is one thing, but incinerating them, while less subtle, is just as effective. In today’s Chapter Focus, we’re looking at the Salamanders, stoic paragons of strength, honour and flamecraft. We’ve already taken a first look at the Salamanders Chapter Tactic, but today, we’re taking a deep dive into how this works with the rest of your army and other powerful abilities like the Salamanders’ Stratagem and their special character.


Salamanders are renowned on the tabletop for their mastery of flamer weapons, and Salamanders armies have traditionally revolved around getting as many of them into the opponent’s backline as soon as possible. This is still true of the Salamanders in the new codex, but their Chapter Tactic is far more versatile that before, to the extent that you’ll be able to field a viable Salamanders army with no flamer or melta weapons at all!





Master Artisans allows any Salamanders unit to re-roll a single failed hit roll and a single failed wound roll every time it shoots or fights – essentially, this is a more flexible version of the old Master Crafted rule. In practice, this opens up a huge range of possibilities for the Salamanders: safely supercharging plasma weaponry or guaranteeing a deadly blow with a power fist, for example. Like the other Chapter Tactics, Master Artisans will benefit Dreadnoughts as well, allowing them to make the most of their powerful weaponry – if you want a whole army of these ancient heroes, then Salamanders are one of the best choices for your Chapter Tactics (just as you’d expect from the guys who brought you Bray’Arth Ashmantle!).



Salamanders armies will be able to combine these Chapter Tactics with a range of other options in the codex to create some great armies. Salamanders Characters in particular are going to be some of the most powerful in the game, and it’s more than possible to have a Captain in Gravis Armour with Strength 5 and Toughness 6(!) through their unique warlord trait and relic. The Salamanders’ unique Stratagem, Flamecraft, greatly boosts the power of flamer weapons of all shapes and sizes, while their unique character, Vulkan He’stan, offers further benefits to generals who want to bring the heat to the battlefields of the 41st Millennium.



Finally, the Salamanders can make great use of one of the most powerful units in the new codex: the Aggressors. In a Salamanders army, you’ll want to equip yours with Flamestorm Gauntlets; these powerful weapons benefit hugely from Flamecraft in the shooting phase and gain deadly accuracy from Master Artisans in the combat phase. A firebase of Aggressors surrounding Vulkan He’Stan is going to be nigh impregnable and is especially terrifying when you consider that these walking fortresses can fire twice if they remain still in the movement phase.



If you’re a fan of flamers, you really can’t go wrong with the Salamanders. Make sure to come back tomorrow for another Chapter Focus, looking at a more sinister but no less powerful Chapter of battle-smiths – the Iron Hands.

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Seems to me that the Salamanders in particular can make great use out of overcharging plasma weapons in hellblaster squads due to the reroll. And in general being much more efficient about connecting their hits and dealing damage. Plus hit debuffs is less scary as you have a shot at a better roll.
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post #12 of 19 (permalink) Old 07-20-17, 02:30 PM Thread Starter
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Chapter Focus: Iron Hands



Among the Space Marines, few are as relentless or as ruthless as the Iron Hands. Where others see gene-crafted physical perfection, the Iron Hands see only the weakness of the flesh, augmenting their bodies with cybernetics and making heavy use of tanks. The ultimate fate for an Iron Hand is interment in a Dreadnought and an eternity of war as a living machine.



The Iron Hands Chapter Tactic, The Flesh Is Weak, reflects both the relentless spirit and augmented bodies of these hardy warriors, allowing them to shrug off wounds and making them exceptionally difficult to kill. Multi-wound models like Terminators are going to be nigh-impossible to shift, while, appropriate to their background, Iron Hands Dreadnoughts of all types are going to be unstoppable. One of the deadliest units available to the Iron Hands is the Venerable Dreadnought, who can combine The Flesh Is Weak with Unyielding Ancient to wade through even the heaviest of fire.

While Chapter Tactics don’t usually apply to Vehicles, Iron Hands armies will be able to take full advantage of their chapter armoury thanks to Stratagems. As well as stratagems available to all Space Marine armies like Killshot and Armour of Contempt, the Iron Hands’ Machine Empathy lets vehicles move and shoot without penalties to hit on their Heavy weapons and even advance and shoot without penalties for their Assault weapons. Even the humble Razorback can be transformed into a deadly forward assault tank, although the biggest beneficiary of this tactic will again likely be Dreadnoughts. An Iron Hands Redemptor Dreadnought armed with a heavy onslaught gatling cannon will be able to move on the foe with terrifying speed while maintaining a steady rate of accurate fire – a perfect demonstration of the weakness of flesh!

It’s not all about machines though. In the last edition, melee Iron Hands characters were some of the best in the game, and that’s still true, as their Warlord Trait and Relic allow you to make some really lethal combatants, gaining extra attacks from Merciless Logic and cutting down the foe with The Axe of Medusa.



The Iron Hands are the chapter for commanders who want to demonstrate the power of the machine with unstoppable columns of tanks, troops and Dreadnoughts. Make sure to come back tomorrow for our final Chapter previews, where we’ll be looking at the dauntless descendants of Dorn with the Imperial Fists, Crimson Fists and Black Templars.
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post #13 of 19 (permalink) Old 07-21-17, 11:09 PM Thread Starter
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Chapter Focus: The Imperial Fists, Crimson Fists and Black Templars

The Imperial Fists and their successors are renowned and feared across the Imperium, and while they may differ in tactics they are all stubborn, indomitable warriors, infused with bitter pride and martial prowess. The Imperial Fists are masters of the close-ranged firefight, making maximum use of bolt weaponry, while the Black Templars are zealous crusaders famed for their fighting spirit and expertise in melee combat. The Crimson Fists, too, are renowned warriors, having escaped destruction at the hands of the Orks through sheer tenacity and recently been given a new lease on life thanks to reinforcements from the Ultima Founding.

The Imperial Fists Chapter Tactic allows them to ignore cover with their shooting attacks; this is an incredibly powerful bonus that’ll be punishing for enemy tanks and infantry alike. There’s no hiding from the masters of siegecraft! This Chapter Tactic benefits infantry, bikers and Dreadnoughts, and you’ll be free to build your own Imperial Fists however you choose, whether you’re using massed Tactical Marines or taking advantage of your Devastators. Naturally, the Imperial Fists are a great Chapter if you want to focus on using bolt weapons – their unique Stratagem, Bolter Drill, allows for you to drown enemies in devastatingly accurate fusillades of bolter fire, while even their unique relic, The Spartean, is a bolt pistol.

Finally, your Imperial Fists will be indomitable in defense thanks to their unique Warlord Trait:

Crimson Fists armies use the bolter-based and cover-ignoring tactics of their brethren, but have a few distinguishing features that make them worthy of a closer look. Firstly, Pedro Kantor is back, and is a superb force multiplier, offering his brethren additional attacks and rerolls to hit – Emperor protect anyone who tries to charge a gunline with him in it.

Perhaps one of the most exciting additions to the Crimson Fists is a literal Crimson Fist to equip your characters with. Combined with their Warlord Trait, which allows an outnumbered general to increase his number of attacks, this is going to be a fun and thematic addition to your army.

In stark contrast to their brethren, the Black Templars are an assault army first and foremost. Every unit with the Black Templars Chapter Tactics can re-roll failed charges; this is an enormous bonus, and one that will make the Black Templars one of the most powerful assault armies not just for the Space Marines but in the entire game. Deep-strikers like Assault Terminators and Inceptors, in particular, are going to be very dangerous in the Black Templars army. As well as the new units, Black Templars retain access to old favourites like the Crusader Squad and the Emperor’s Champion, and there are some great combinations to be unlocked by combining characters like High Marshal Helbrecht with new assault units like the Reivers.

While the Black Templars have no Psykers of their own, their unique Stratagem, Abhor the Witch, allows Black Templars units to negate psychic powers through sheer force of will – this doesn’t just apply to the shooting powers but to auras and support powers too. The Black Templars are a distinctive and powerful force, and one that’ll be able to make great use of the new codex.

The Imperial Fists and their Successors are the Chapters you’ll want to pick if you like facing your enemy head on, whether you’re cutting them down at range with hails of fire or charging to meet them in brutal melee. You’ll be able to bring powerful Chapter Tactics to your games very, very soon – Codex: Space Marines is available to pre-order tomorrow, alongside the Redemptor Dreadnought and some other new units we can’t wait to show you.
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post #14 of 19 (permalink) Old 07-21-17, 11:55 PM
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So moist For I.F tactics, dakka dakka dakka dakka boom

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post #15 of 19 (permalink) Old 07-27-17, 04:26 PM
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Has this been shared ? There are shots of new multi-part Intercessors and Hellblasters. I hope that in the future Primaris will have as variable equipment as old marines. It will have to happen sooner or later anyway.










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post #16 of 19 (permalink) Old 07-27-17, 04:37 PM
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Originally Posted by Entarion View Post
Has this been shared ? There are shots of new multi-part Intercessors and Hellblasters. I hope that in the future Primaris will have as variable equipment as old marines. It will have to happen sooner or later anyway.
Im going to go ahead and hope for sooner rather than later....

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post #17 of 19 (permalink) Old 07-27-17, 05:31 PM Thread Starter
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Im going to go ahead and hope for sooner rather than later....
Very soon. They should be up for preorder this weekend.

The more I see of the 8th Ed stuff, the more I think they're trying to bring some elements of HH unit choices into 40k. Mass units of plasma guns, huge squads of traitor marines, and now a double barrelled bolter like the AL Headhunters.
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post #18 of 19 (permalink) Old 07-27-17, 06:19 PM
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Very soon. They should be up for preorder this weekend.
Is it so? I thought there will be only Chaplain, Apothecary and Repulsor up for pre-order this weekend. They are pouring out new marines really fast. I thought they will be switching between SM and DG releases.

I would like to see Primaris with other heavy/special/melee weapon options. For now, they look a bit boring compared to old marine kits.
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post #19 of 19 (permalink) Old 07-27-17, 07:04 PM
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I would like to see Primaris with other heavy/special/melee weapon options. For now, they look a bit boring compared to old marine kits.
I feel the exact same way. But I shouldn't get greedy TBH. It's been a long established tradition that Space Marines get the most love whenever a new edition comes out in terms of new goodies available. I'm actually looking forward to seeing some new DG models to work up my Chaos army and since I started Nids I can't wait to see what they have lined up for those as well.

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