Salamanders and Imperial Fists FAQs Out!

GW was a little late on these, but here we go! What do you think?

Here’s the Salamanders’ FAQ.

Imperial Fists’ FAQ

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15 Responses to “Salamanders and Imperial Fists FAQs Out!”

  1. Anvil
    Jeffrey R Sas November 19, 2019 9:47 am #

    I’m only speaking from Salamanders perspective. I’ll admit that I’m probably coming from a “grass is greener on the other side” mentality.

    Fires of Battle: Sucks to see the nerf, but I understand the change and it’s for the better. It was a nice tool to have for the super-entrenched-nearly-unkillable-squad-of-death I usually go up against. Meta at my store is just really unfun. Almost everybody is tournament competitive, and won’t fess up to it and claiming their lists are “fluff”, when in reality it’s budget netlists, and it’s just long-ranged gunlines. But, that’s my problem, not other peoples’.

    Self Sacrifice: Went from “absolutely broken” (which I 100% agree with) to 99% useless. If they dropped the cost of it down to 1 CP after this change, then it would be situationally useful. As is now, I can’t think of a reason to spend 2 CP on it. The most useful I can think of is to protect characters from snipers, but the way Salamanders lists are designed with MSU, it’s not hard to destroy that Self Sacrificing squad to then open up the character for snipers.

    • Reecius
      Reecius November 19, 2019 10:12 am #

      The Fires of Battle strat was ludicrously OP as written. With a single Aggressor model you kill a Knight on average in one shot. A single Aggressor model, lol. Most other Mortal Wound strats in the game deal 1-3 damage or trigger on 6’s to wound, etc. While I agree this is a big change, it’s aligns more with other, similar strats and isn’t so crazy, insane strong.

      Self Sacrifice is not even remotely close to 99% useless, haha. It is, again, a big change I agree. But, keeping a key unit invisible is a big deal, even if from a single shooting attack. I could see it being 1CP similar to Cloud of Flies but it’s not. However, it is still a very useful ability.

      • Schmuvness November 19, 2019 11:02 am #

        How did these fires of battle combos work?

        i thought 18 MoWos on average with vulkan is the maximum.

        • Reecius
          Reecius November 19, 2019 11:13 am #

          Yes, plus the normal wounds dealt which took it to an average of 24-25 unsaved wounds. If you do it on the Sarge with the 2 damage flamers, lol, it’s even worse.

          • Schmuvness November 19, 2019 12:05 pm
            #

            One could think that GW and/or their playtesting team came up with the idea to combine one rule (vulkan) with another (one aggressor). But apperently that is way too “fiendish” to even fathom….

      • c0horst November 19, 2019 11:39 am #

        Meh, a single Heavy Bolter Centurion will do ~8 damage to a 4++ Knight if it has the Bolter Drill and Seismic Devastation stratagems used on it. 3x Cents will easily kill that Knight. I think having an Aggressor (that is much more fragile and difficult to get into position) dealing 2.5x damage is on the exact same level of insanity. If one needs to be tweaked, then so does the other.

        • Reecius
          Reecius November 19, 2019 12:23 pm #

          Well, unfortunately GW doesn’t agree on that count, haha. I also think that that formation is a bit much, but oh well. Here we are. AdMech can do similar damage with their super mortal wound robots, etc.

          However, I do have to say, 3 Cents doing it, while silly I agree, really isn’t on the same level as a single 35 point model acing a Knight with ease, haha. Or, for that matter, and entire 30 man unit of Ork Boyz. It was just crazy.

    • Lex November 19, 2019 11:25 am #

      GW’s commentary seems a bit off as it relates to MW output for 1 CP. IF Dev Cent squad with no re-rolls puts out 12 MW’s at 12″ on average dice with no re-rolls for 1 CP post nerf. I can see what they were going for, but a 3 MW cap per phase seems out of touch with the rest of the games rules. Chaos lord with right warlord trait and relic does more than 3 with just VotLW.

  2. NinetyNineNo November 19, 2019 10:12 am #

    Another “6+” effect bites the dust. It kinda shows the reason for the jump to “unmodified 6s”, having the former just ups the potential of exponential wombo combos way too much (see: Flawless Host Lords Discordant). And thank God for the Salamanders nerfs.

    • Reecius
      Reecius November 19, 2019 10:14 am #

      Yeah, all of these types of abilities are moving to unmodified 6’s in both 40k and AoS. While less exciting due to the lack of combo potential, I think it’s the better way to handle these things.

      • Kirak [Fiasco Man] November 19, 2019 2:15 pm #

        It leaves less room for “Unintended Rules Interactions” which is better for everyone in the long run.

        One side isn’t mad the new codex got Broken Combo #7, while the codex that got it isn’t mad when they get clotheslined with the nerf bat.

        • Reecius
          Reecius November 19, 2019 2:59 pm #

          yeah, ideally you just don’t have these issues at all, but mistakes happen.

      • Anggul November 20, 2019 3:28 am #

        It’s also often a very good thing for the units it happens to.

        My friend is forever lamenting that his Blightkings are neutered by a single -1 to hit. He would love for it to be updated to unmodified 6s.

        • NinetyNineNo November 20, 2019 5:50 am #

          The old “Chaos Lord with power fist is pretty lukewarm on the False Emperor topic, honestly.”

      • JVail November 20, 2019 6:04 am #

        Unless, for some reason you’re chaos, which has way more access to hit and wound buffs and more abilities that trigger off it. Chainlords mortal wound output is absolutely broken.

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