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Old 04-09-2007   #15 (permalink)
Lord Commander Erus..
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Originally Posted by experiment 626 View Post
the traits that the salamanders have right now aren't that bad and pretty much match upto their original rules;
- clense & purify of corse for the 2x flamers or flamer/meltagun combo
- never despair to keep fighting, though it used to automatic at the salamander player's choice!
- eye to eye is crap because there's cap on assault squads as in the armageddon list! if it was 0-1 assault squad it would be fine, but it's not...

basically they've taken away to huge disadvantages that characterised the salamanders best;
- 0-1 assault squad, 0-1 land speeder squad & 0-1 bike squad.
- the -1I penalty for all your marines except dreadnoughts... (so now i do cry giving my commander his trademark thunder hammer because he does lose out on I!)

plus they took away all of our best advantages and in most cases gave them to anyone who wants them...
- extra special weapons (and we used to be restricted to just a 2nd flamer too!)
- flamers in assault squads
- the never give up and fight an extra turn
- salamander mantle is now adamantine mantle and every chappy seems to wear one these days!
- the horribly broken fury of the ancients power.

basically i want to see the salamanders get their 2 big drawbacks back which is the severly limited fast attack & -1I + 2D6-1" fallback move. (or 3D6-1" for jump troops & bikes!)

cheers!
I'll grab my friends copy of Armageddon and see what the rules are. I may make a small force, enough for scouts, tac, a fluffy HQ, dread and termie (the essential for the fluff head in me.). Who knows?
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