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How to Play Salamanders in Warhammer 40K 9th Edition

6 Minute Read
Jan 26 2023
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Today let’s take a look at some basics of how to play and get started with Warhammer 40k Salamanders Space Marines.

The Salamanders are a taciturn Chapter of the Adeptus Astartes,  known for their strong constitutions, willpower and devotion to humanity. As one of the First Founding Chapters, the Salamanders have a distinct flavor shaped by their Primarch, Vulkan. On the tabletop, their hardiness and fine craftsmanship make them stand out.

Below we offer some tips on how to play the army and get started with the army.

Who Are The Salamanders?

The Salamanders were the XVIII Legion of the Space Marine Legions created by the Emperor of Mankind. Their Primarch was Vulkan. The legion remained loyal during the Horus Heresy, but were severely mauled in the first great opening battle. This limited the role they could play in the remainder of the war. Their Primarch is never recorded as perishing, and in fact is believed simply to be missing. The search for him and his presumed great purpose is a defining trait of the Salamanders.

The chapter is often considered the smallest Legion due to the casualties of the Horus Heresy. Their own highly stringent recruitment and indoctrination processes made not only their rebuilding seemingly glacial, but resulted in them coming in under Codex-approved strength for a single Codex Chapter. In accordance with Vulkan’s original reorganization of the Legion, the Salamanders Chapter is formed of only 7 permanent companies. Each one nominally staffed at a little over the Codex-approved 100 Astartes. Nevertheless, the sons of Vulkan were able to forge themselves anew. Since the Horus Heresy, their steel has ever since been drawn in the defence of the Imperium of Man.

Why Play Salamanders

The Salamanders bring everything we should expect from a Space Marine chapter, with a Chapter Tactic that gives them a little bit more resilience and lethality. They also have a cool character in Adrax Agatone and a very cool lizard theme.

Strengths of the Army

  • Space Marine flexibility and wide unit selection.
  • Solid rules emphasizing melta and flamers.
  • Good stratagems.

Weakness of the Army

  • Better with small units. Since some of their rules work on a ‘per unit’ basis, it encourages multiple small unit (MSU) play. This can have some other significant disadvantages.
  • Long-range shooting. All their benefits are for short-ranged weapons.

Salamanders Signature Rules

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The army has a number of special rules. But the key ones to remember are:

  • Forged in Battle – Their Chapter Tactic, giving re-rolls and a small defensive buff.
  • Promethean Cult – The chapter’s boosted Doctrine. Gives plus one to wound to flamer and melta weapons while the Tactical Doctrine is active.

What to Buy

The Salamanders are a Supplemental Codex, being an offshoot of the Space Marines faction. The army can consist of many units taken from both books, giving you a huge amount of variety. To play the army you will need BOTH Codex: Salamanders , and Codex: Space Marines.codex space marines

Key Salamanders Units To Know

The army has a very small supplemental unit roster on top of the immense Space Marine one. Knowing what units to take can be tricky. Here are some suggestions to get you off on the right track.

1. Adrax Agatone

A unique Salamanders Primaris Captain. Adrax Agatone has an aura ability (in addition to the normal Captain aura, Rites of Battle), giving plus one to wound on the charge. This is an odd aura given Salamanders’ specialties.

2. Vulkan He’stan

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A venerable unique Salamanders special character. Vulkan is another Captain, and his Forgefather ability actually pairs really well with the other Salamanders rules.

3. Aggressor Squad

These Gravis-armoured Primaris dudes have the perfect equipment to get the most out of the Salamanders rules. Throw on the flamestorm gauntlets and flame on!

4. Tactical Squad

Salamanders actually benefit from having some Firstborn. This is because classic Tactical Marines have more weapon options, giving them more opportunities to field the weapons that get bonuses for Salamanders.

5. Eradicator Squad

Eradicator Squads, like Aggressors, are a great way to field a unit which gets full benefit from being a Salamander. Their melta rifles are hard-hitting, but short-ranged. So consider holding them in Tactical Reserve.

Sample Starter Army

Patrol Detachment

HQ:  Vulkan He’stan. 1 Model. He is equipped with:  bolt pistol; Gauntlet of the Forge; Spear of Vulkan; frag grenades; krak grenades.-   110 pts

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Troop:  Tactical Squad. Five Models. The Sergeant has a combi-melta. One model has a meltagun. Every other model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades. – 90 pts

Elites: Primaris Aggressors. Five Models. Every model is equipped with: 2 flamestorm gauntlets. –  150 pts

Heavy Support: Primaris Eradicators. Three Models. Every model is equipped with: bolt pistol; melta rifle; frag grenades; krak grenades. –  135 pts

Total:  485 pts.

Now Let’s Make 1,000 Points of Salamanders!

HQ:  Adrax Agatone. 1 Model. He is equipped with: Drakkis; Malleus Noctum; frag grenades; krak grenades.-   120 pts

Troop:  Tactical Squad. Five Models. The Sergeant has a combi-melta. One model has a meltagun. Every other model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades. – 90 pts

Troop:  Heavy Intercessor Squad. Ten Models. Every model is equipped with: bolt pistol; heavy bolt rifle; frag grenades; krak grenades. -230 pts

Elites: Primaris Aggressors. Five Models. Every model is equipped with: 2 flamestorm gauntlets.. –  150 pts

Heavy Support: Primaris Eradicators. Three Models. Every model is equipped with: bolt pistol; melta rifle; frag grenades; krak grenades. –  135 pts

Heavy Support: Primaris Eradicators. Six Models. Every model is equipped with: bolt pistol; melta rifle; frag grenades; krak grenades. –  270 pts

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Total:  995 pts.

How to Play Salamanders

Salamanders are looking to get close, but not too close, to the enemy. While they have no real reason to want to be in close combat, they do want to be in short-range firefight range, where they can bring melta-weapons and flamers to bear. This put them on a precarious knife edge, where they need to close with the enemy just to the point of the engagement and then not engage- unfortunately the enemy has some in that. This means picking off isolated units that don’t leave you open to a vicious counter-charge is key.

Into the fires of battle, unto the anvil of war!

 

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Author: Allen Campbell
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