Vulkan He'stan is not the chapter master of the Salamanders. The chapter master is Tu'Shan. Vulkan He'stan is the current forgefather, tasked with finding the artifacts scattered by Vulkan the primarch.
It's kind of odd how in a exploding vehicle nearby squads take automatic d3 mortal wounds, but the guys in the exploding vehicle only die on a roll of 1.
Vulkan He'stan is the Forgefather of the Salamanders, not the Chapter Master. That is Tu'Shan. Vulkan is searching for the artifacts of the Primarch Vulkan. That is also why he only lets other Marines reroll hot rolls of 1, not all failed ones.
I'd suggest Luka could do with thinking more about when to use his re-rolls. When Matt took out the Daemon Prince, Luka could have used his re-roll for the last Chaos Marine who was on a 3+ that was between the prince and the Hellblasters. That would have stopped the Hellblasters shooting at the Demon Prince at all. Or on the 5+ invul save on the Daemon Prince rather than on the 6+ FNP equivalent right at the end. I imagine it's not easy when you're filming as well, but just a thought.
That's one of the things I'm kind of worried about, My friend plays Grey knights so he'll have his codex (if rumors hold true) in about a month while I, an ork player, wont have mine till sometime next year. The specialized codex's are going to provide a lot of extra power. 9 psychic powers to choose from if I'm not mistaken in space marine codex.
I thought the point of 8th edition was to simplify and less bookkeeping. Did they mean simplify the rules but make it more 'complex' by adding them together, multiplying, and adding layers upon layers of the same rules over and over?
Brad Lund the best thing is this fucking bullshit campaign where imperium has the ONLY CODEX CURRENTLY, a fuckton of players which kinda makes it have LITERAL PLOT ARMOR on a fucking global campaign
Salamnanders use their full potential now by playing small units of five, each with one Special- or Heavy Weapon, even overloaded plasmaguns are quite good for them now !!!
Daegog The Wyrdmake Spot on. I wouldn't mind that personally if the other player had something similar. Matt has been infamous for bringing serious armies against fluffy armies.
Relooking at it at the time of his die roll he had a 1/6 chance the 30.2% (11/36) chance is before the first roll if you did the CP reroll a significant amount of times which if Matt did enough CP seize rolls (which he might) he might hit that around 1 in 3 game seize but you have to go in with that strategy every game or else the stat will not even out. The interesting stat here is to see maybe how many games are won by the first player and comparing that to how much better your odd are on decent rerolls on hitting or wounds (3+'s) or now even wargear you can spend CPs on. Both of the latter you will use in almost every game making it more likely to hit that sweet spot for sig figs. Just find while the 1/3 is interesting he did not at the time have a 1/3 since his first independent die roll failed leaving him with a 1/6 chance. Great game by the way and made me think about if I should plan in the CP seize die roll or not probably depends on what type of lists you run. Which to be fair larger armies tend to have more CPs pre-codexes.
Luca, might want to make note that when using a Daemon Prince, the mark you choose does matter. Daemon Princes of Slaanesh in your case ALWAYS attack first in combat, even if they were charged or it's not the controlling players fight turn. They also give you the key word "SLAANESH".
Only if it is a 'Chaos Daemon' Daemon Prince. The CSM Daemon Prince doesn't get god-specific abilities like, say, Disgustingly Resilient for Nurgle. All a CSM DP gets is access to the Heretic Astartes psyker powers if Tzeentch, Nurgle or Slaanesh, or an extra attack if aligned with Khorne. The upshot of taking a CSM DP is that he gives the marines of his legion rerolls and the psyker abilities like warptime and prescience also affect CSM units. The psyker abilities of a Chaos Daemon DP are not quite as synergistic.
I love Sentinels of the Forge and the Salamanders! The Salamanders are my favorite chapter by far and I absolutely love the MiniWar Gaming custom chapter!
At the 31st minute you re-rolled a failed multimelta hit roll of 4. Since the rule states re-rolls are always performed pre-modifiers, should this have been done? Shouldn't you have only been able to re-roll a 1 or 2 there?
*Throws papers up in a huff* I just... I JUST CAN'T EVEN! CHAPTER MASTER HE'STAN? OMG! I just! *stomps away* ... *comes back* I mean - OMG! How wrong can you guys BE! *huffs around all dramatic like* *pushes glasses up nose* *pushes unnecessary nerdrage button* He's the FORGEFATHER. He's been tasked with tracking down the missing Vulkan artifacts. Tu'Shan is the chapter master. I mean OMG HOW COULD YOU NOT KNOW THAT? I mean all you have to do is read up on literally 30 years of everchanging fluff and story and commit it to memory. Come on, Matt!
Adeptus Tacticus I don't think that is how mortal wounds work. They are not "mortal" in the sense of the old "instant death", just no saves allowed (FNP effects not withstanding)
James Kneser all plasma on troops say if they roll a 1 the model is slain, not that the model takes a mortal wound. There are exceptions for vehicles that state they take a number or mortal wounds instead but for troops it's pretty much always a "model is slain" result, characters as well.
Even if he rolled a 1 to hit, he had prescience on which gives him +1 to hit which makes the dice result a 2. He would have still missed, but the model wouldn't have died.
The problem with your idea of using the named characters with successors of their chapter is that normally this army's keyword would still be Sentinels of the Forge. In the back of the codex, it says that you still get the chapter tactics of the founding chapter of your successors, even if you don't use the founding chapter as the keyword. So, even with the keyword as Sentinels of the Forge, you still get Salamander chapter tactics since you say they are successors of the Salamanders.
Remember grenades are only 6 inch range and melta bombs are 4 inches. Just like how you can't fire flamers on overwatch if the charge distance is over 8 inches. Its stupid but its RAW.
Mark Wang to be fair though you overwatch before the charge roll technically. If the unit you hit with overwatch fails their charge then they don't move. So how could you get a hit with such a short ranged weapon when the enemy is clearly outside of that range. Weird, yes. However I kind of get it.
Mark Wang abstract thoughts, the game is happening in real time. I'd imagine a failed charge could mean the incoming fire threw off the charging unit, a wall of fire chased them back, etc etc
Well I know how they explain what a failed charge means (getting thrown back by overwatch, fear, and other factors etc). I'm just saying its silly you can't fire a flamer on overwatch because they'd obviously have to come within 8 inches to get into cc because range actually matters for overwatch now. In 7th it was just d3 autohits regardless of range. Like you'd think of all times you'd be able to fire the flamer, it would be when getting charged in close quarters. Aw well. Mb they'll faq it.
Starburst7641 bad players will make a new book look good. They guy pkaying chaos had a pretty average list, and made a few noob mistakes. Besides, the MWG crew never get rules right, so theres a good chance they played this army wrong anyway.
While I agree with you on the points of the average list and MWG`s skills in getting the rules wrong, the fact remains that the codexes bring significant advantages over what is in the indexes - strategems, chapter tactics, wargear, psychic powers etc.
GW has promised a pretty fast release schedule, so hopefully other armies will get their special bonuses pretty soon too (I know chaos will be out by the end of august).
A good tactic is to put the captain or vulkan next to the hellblasters so they can reroll 1s to hit so can pretty much always overcharge its in the latest white dwarf
at 1:10:00 small error on He'stan fight, He has 3+ invul so would have tanked the damage at 1:14:14 Luka could have rolled 4 dice since in half range to rhino
No models are outright slain if they roll a 1, regardless of how many wounds. Proof that this is true would be the Leman Russ. It has a rule called emergency plasma vents, it states that on a roll of 1 while over charging plasma, it suffers 6 mortal wounds instead of being of being automatically destroyed. So unless the sorcerer has a similar rule, it dies instantly regardless if the model has multiple wounds.
Most Infantry that have the ability to supercharge plasma state some variation of "On a Hit Roll of 1, the bearer is Slain." That line comes straight off the entry for Chaos Sorcerers.
Great battle report one thing I did note is you did not give a relice to a charcter. From the first view it stated that you can give a relic to a character if your army is battle foirged. (there are also ways to send command points to get additional relics I think it is 1 CP gives 2 relic and 2 CP gives 3 relics.)
It's the Mini Wargaming chapter. He's modeled after Dave they're just using him as Vulkan. They have a librarian modeled after Matt they use Tigerious sometimes too.
That's Forgefather Davicus. Get your lore straight man! ;) And yes, I could have gotten a free relic. For some reason I thought they cost points (beyond the weapon that they replace) so I missed that.
the door in room is painted in a way that makes it look like a low resolution texture and it makes my brain hurt, and the way the boards on it are done accentuates it.
Bike characters aren't gone, they're still in the Index, they just aren't in the Codex. Games Workshop stated in one of their articles that some units wouldn't get re-printed in the Codex, such as Legion of the Damned and the Imperial Space Marine. Guess bike Librarian/Chaplain/etc are staying Index only.
True, but when you read the FAQ it feels more like they said "Use the Index for the army until the Codex comes out." I can see it argued either way, so we just decided to go with just what's in the codex until an FAQ clarifies.
seems crazy that white scars can't have biker characters, if Ravenwing end up being the only army that can take biker characters there will be blood in the streets.
miniwargaming FAQ quote says "There are a few options in the indexes for some characters and vehicles that are no longer represented in the Citadel range - certain Dreadnought weapons that don't come in the box, or some characters on bikes, for example. Don't worry though, you can still use all of these in your games if you have these older models. In these instances, use the data sheet from the index, and the most recent points published for that model and its weapons. They still gain all the army wide-bonuses for things like Chapter Tactics and can use Space Marines Stratagems and the like, so such venerable heroes still fit right in with the rest of your army."
when chargin, if the unit fails arent they supposed to move the distence they rolled? And taking turns during cc phase, isnt it all the charging units who goes first before you switch turns to do attacks?
when you're rerolling things like 4x lascannons remember that you have to resolve weapons one at a time, so when you roll a bunch of shots at once, and then roll a 2+ to see which you want to re-roll to hit with you're cheating, albeit very slightly
Hump Debump I don't think so my world eaters list has only lost twice in 10 games one my first time playing 8th not giving them rhinos to ride in and second was against a storm shield cheese list (he was tired of losing against me) so I did agree gunlines were key in 7th but I think it's much more even in 8th
I run a mix of deathguard and worldeaters, nice big units of pox walkers with typhus running forward and bezerkers to crash past whats left all supported by a waay overcosted but so damn cool lord of skulls, its been doing much better in 8th than it ever did in 7th, it was never designed to be a competitive list its more funsie but its won more matches than its lost so far
With the free 1 die re-roll for the Salamanders (and the occasional to-wound) per unit, any idea how many command points that would have taken over the course of the game?
I just stumbled on this the other day...but I'm pretty sure you have to spend 2 command points to discard an objective. Unless that's just an extra discard and I'm reading it wrong, which could absolutely be the case
Vulkan is NOT the Chapter Master of the Salamanders. He never has been He's the Forgefather (captain equivalent), the guy who goes out looking for all Vulcan's artifacts that he left. That is NOT Chapter Master. Standard Lieutenants also let you re-roll to wound, and are dirt cheap. Better than the Primaris Version. You have illegal setups on your Tactical Squads. You can't have 2 special weapons. 1 Special and 1 Heavy.
Pyro_Renny it says over 10 not 10 and above so you need an 11. Unless you are a rubric marine sorcerer then you need a 10 to do baby smite d3. I know it's weird.
at 27:00 you could just have not killed that squad. Then you would killed it with moral and would have achieved your objective more easily. Or luka spends 2 command points. Both worth it.
To bad that the salamanders army didnt max its chapter benefits like taking smaller squads etc etc. 50:05 Doesnt vulkan allow to reroll flamer hits as well as wounds?
where in the codex does it give space marines the new objective secured? Edit: You also deploy your rhino's already loaded with troops...I can't find anything in the rules to dictate how transports work on deployment. I assumed you needed to assign the transport and the units (plural) within them separately. Are there any rules that clarify this?
Hey, I love these vids, really informative and fun to watch - So much so I’ve signed up to your main site. I do have a question about growing my army: Being a returning player (last playing with the third edition) I’m a bit overwhelmed with all the new SM units. I’ve started playing salamanders again and at the moment my army is; A captain in Term Armour, 2x 5 man tac squads (missile launcher, flamer and a Sgt with a plasPist + PWR sword, a 5 man sniper squad with INV cloaks and a Ven Dred with an assault canon, combat arm and a heavy flamer. I know I need another cheapish HQ, maybe another Scout squad - for objectives but being salamanders something that takes advantage of re-rolls and flam / Melta based weapons could be fun? This is just shy of 500 pts and I’m looking to grow it to around 800 - I would really love some advice RE growing my army - keeping it kind of Balanced (maybe tipping to more shooty but still being able to defend against hoards/ deep striking opponents.) Any advice would be amazing - please keep making these videos :)
Do the Chaos Marines have their legion equivalents? IE begin able to field Word Bearers, Iron Warriors, Emperors Children, etc, with some rules relating to them? If not will they be getting one?
Warhammer TV, the official GW painting tutorial channel, have multiple tutorial videos for them, one of which came out not too long ago so should be easy to find.
I'm sorry did you say Vulkan He'Stan is the current Chapter Master of the Salamanders.... Tu'Shan is gonna hit you incredibly hard over the head with his massive hammer for saying that I think.
Thank you for your effort. Yet FAQ, Designer's Commentary, or Stepping into a New Edition states nothing that Command Re-Roll can be used before the battle begins. This is my argument. First movement phase is when the battle begins.
Thanks. Will take a look at it if its a free post. Where I am hung up on the footer "Matched Play Mission Rules" on page 215 paragraph "Strategic Discipline" where it states stratagems are only used in the phases. Unless noted to do so otherwise on the stratagem. Determining "First Turn" is not a phase defined as on page 176. "Each turn consists of a series of phases...."
True pg 242 states that stratagems can be used before game. That I do not dispute. Though all the stratagems GW provided so far. They are all consistent in telling the player when the stratagem can be used. "Use this Stratagem at X moment, Provided you have..., Select an enemy unit. For duration of...." Since Command Re-roll does not state when it can be used. In Match Play, Strategic Discipline defines when Command Re-roll stratagem can be used. I do thank you for for your correspondence and will stop spamming the post.
zambie slayer well dark imperium is a good buy, since the other 2 have the same models but less models, really comes down to where you want to start? Big battles or small skirmish battles.
What legion/god would you suggest for a new player? I want something that has lot's of action and I don't like hordes, so I guess the Death Guard is excluded? I was kinda torn between EC and WE but im not sure. I get the feeling that a Khorne CSM army will be like, every once in a while you will get lucky and land your charges and wipe everything out on your first or second fight phase but for every one time this happens, you will play 10 games where everything dies pathetically while trying to reach the enemy. Please help, I need advice badly!
You don't really have to get the horde-like monsters for a nurseling army, and also if you want a daemon army, get tzeench, and if you want more options look at the Horus heresy or just get an undivided army, where you can get any form of CSM and not worry
Hello mate, thanks for the reply, you are kind to take the time and respond to a newb :D I went for Death Guard after all because I've always loved them very much and after reading their codex, I realised they are not boring at all, infact they are amazing. Plus the crazy af Dark Imperium box was too good of a deal to pass on it. I shared it with a friend who plays marines.
On the taking named characters, in the first Imperial Index, in the introductions to the Blood Angels (p. 89) and the Dark Angels (p. 107) it says in the sidebar on the bottom right that you can't take named characters with any successor chapters :( not sure whether/how this would apply to other SM chapters
Gungnir Just give your successor chapter the blood angels keyword, for rules purposes they are now blood angels but you can call them the pizza warriors for all I care and paint them in Italian colours.
Gungnir It says no wjere in the rules that your paint jpb has to be accurate or that you have to call your chapter the same as their keyword. So no one is able to deny your succesor chapter their characters, just remember that.
Hey man I'm on your side here, I'm just pointing it out for people who might want to be aware of it. It's your prerogative to judge whether or not you want to use certain rules, or how you want to interpret them, but I have - and I'm sure you have - run into loads of people who will interpret rules specifically for their own advantage - best thing is to be aware of it beforehand and choose whether you want to contest that or not at a tourney or games day :)
Matt, I get that you want to be precise when you are re-rolling which dice and how many, but with Salamander tactics i think you spent like 10 minutes just repeating over and over the reasons for rerolls and rerolls themselves. This really drag out this batrep to ridiculous levels.
Anyone else think that combat seems a bit worse? You can get to combat easier now which was the big problem with the last couple of editions but when you're there, unless your packing some punch then not many seem to die. I think if they would of gave ccw an ap it would go some way to mitigating that problem. At the minute shooting is great and as a tactic the assault phase is good I'm more concerned with the damage output, close combats seem a bit more indecisive now without sweeping advance, or is it just me?