Salamanders Tactical Squads
I didn't really have any good pictures of my three Tactical squads. I've also re-painted all of the bare heads to be darker African-toned skin instead of the jet black. There's precedent in the fluff for both of them, so I decided to go with a more natural look rather than the bulky space-drow feel.
Not a lot of variation on the theme. Squads 2 and 3 carry a flamer and multi-melta, and the Sergeants are equipped with combi-melta and power fist. Squad six has a meltagun and missile launcher. I actually do have a few options built but not completely painted - meltaguns for all squads, as well as a plasma cannon and lascannon.
Salamanders Chapter Master Tu’Shan
Here's the awesome conversion I was talking about for my counts-as Lysander:
I'm making his storm shield out of plasticard and green stuff. Looks like he stripped the hide off of a salamander, and it'll match his cloak.
The base and cloak are from a Chaos Terminator Lord, the arms and thunder hammer are from the Grey Knights Terminator sprue, and the rest is the sergeant from the Space Marine Terminators box. I filled in the elbow plate with green stuff and added a few other details here and there - the chapter symbol on his shoulder pad, and some flame effects here and there.
I've had this idea for a while, and I've actually had the cloak painted up for a month or so. I had to hold it over the stove to soften it up in order to get it to fit with the pose. Right now he's primed and got the first layer of green on.
More ‘Ard Boyz list mulling
I know I've been talking lists and not posting enough pictures, but that is guaranteed to change soon. In the mean time...
I'm going to 'Ard Boyz Round 2! I took 3rd place, and came away with some important list ideas. So, here are the two that I'm considering:
HQ
190 - Forgefather Vulkan He'Stan
200 - Chapter Master Tu'Shan (Counts as Lysander - and I'm already working on an awesome conversion)Troops
265 - Tactical Squad 2 (x10) - Sergeant w/ Power Fist & Combi-Melta, Meltagun, Missile Launcher in Rhino w/ Extra Armour & Dozer Blade
245 - Tactical Squad 3 (x10) - Sergeant w/ Power Fist & Combi-Melta, Meltagun, Multi-melta in Drop Pod
210 - Tactical Squad 6 (x10) - Sergeant w/ Power Fist & Combi-Melta, Meltagun, Multi-meltaElites
200 - Assault Terminator Squad A (x5) - Thunder Hammers & Storm Shields
200 - Assault Terminator Squad B (x5) - Thunder Hammers & Storm Shields
185 - Sternguard Squad (x5) - Sergeant with Combi-melta, 2x Combi-meltas, 2x Meltaguns in Drop PodHeavy Support
275 - Land Raider Crusader - Extra Armour, Multi-Melta
275 - Land Raider Crusader - Extra Armour, Multi-Melta
265 - Land Raider Redeemer - Extra Armour, Multi-Melta
(If you can't tell, I'm not going into this with the intention of going easy on my opponents. I'm a nice guy, and I'm going to play a nice game, but I intend to place in the top three again.)
Tu'Shan and Tac 6 rides in the Redeemer while Vulkan rides along with one of the Termies. Sternguard drop onto the juiciest target and unload melta-death into it (I am taking this trick straight from the loss I was handed in my third game). Tac 2 stays back to hold objectives or lay down fire as needed, and Tac 3 drops in to create confusion. Three Land Raiders should give my opponent some twitches, and then having 11 master-crafted Thunder Hammers and 2+/3+ monstrosities running around should hopefully seal the deal.
But I've got an even crazier list...
HQ
190 - Forgefather Vulkan He'Stan
200 - Chapter Master Tu'Shan (Counts as Lysander)Troops
210 - Tactical Squad 2 (x10) - Sergeant w/ Power Fist & Combi-Melta, Meltagun, Missile Launcher
210 - Tactical Squad 3 (x10) - Sergeant w/ Power Fist & Combi-Melta, Meltagun, Multi-melta
210 - Tactical Squad 6 (x10) - Sergeant w/ Power Fist & Combi-Melta, Meltagun, Multi-meltaElites
475 - Assault Terminator Squad A (x5) - Thunder Hammers & Storm Shields in Land Raider Crusader w/ Extra Armour, Multi-Melta
200 - Assault Terminator Squad B (x5) - Thunder Hammers & Storm ShieldsHeavy Support
275 - Land Raider Crusader - Extra Armour, Multi-Melta
265 - Land Raider Redeemer - Extra Armour, Multi-Melta
265 - Land Raider Redeemer - Extra Armour, Multi-Melta
What's better than three Land Raiders? FOUR LAND RAIDERS. The lone mech-less tac squad hides in whatever ruin I've bolstered, while the Raiders run in pairs delivering death and destruction.
The best part about both of these lists is that they're fluffy! Tanks and melta and thunder hammers oh my! So, which list do you think is better?
‘Ard Boyz list

That squig is going to need some Pepto-Bismol®. And possibly a Band-Aid®.
I'm going with the Salamanders for 'Ard Boyz, because they're the best-painted, and I've been using them a lot lately. I figure, after this, I'll switch back to my underused Blood Angels for a while.
So, here's the list I'm going with. Input would be helpful!
HQ
190 - Forgefather Vulkan He'Stan
140 - Librarian (Null Zone/Might of Ancients) - Terminator Armour w/ Storm ShieldTroops
275 - Tactical Squad 2 (x10) - Sergeant w/ Power Fist & Combi-Melta, Flamer, Lascannon in Rhino w/ Extra Armour & Hunter-Killer Missile
275 - Tactical Squad 3 (x10) - Sergeant w/ Power Fist & Combi-Melta, Meltagun, Multi-melta in Rhino w/ Extra Armour, Hunter-Killer Missile & Dozer Blade
255 - Tactical Squad 6 (x10) - Sergeant w/ Power Fist & Combi-Melta, Meltagun, Multi-Melta in Drop Pod w/ Locator BeaconElites
280 - Assault Terminator Squad A (x7) - Thunder Hammers & Storm Shields
200 - Assault Terminator Squad B (x5) - Thunder Hammers & Storm Shields
205 - Ironclad Dreadnought - Chainfist, Heavy Flamer, Ironclad Assault Launchers in Drop Pod w/ Locator BeaconFast Attack
140 - Land Speeder Squadron (x2) - 2x Heavy Flamers, 2x Multi-meltaHeavy Support
275 - Land Raider Crusader - Extra Armour, Multi-Melta
265 - Land Raider Redeemer - Extra Armour, Multi-Melta
53 models, 15 kill points. The locator beacons allow me to concentrate reserves if I choose to use them, meaning I can deep-strike the Terminators if I need to, and bring the Land Speeders in on target for some troop-roasting or tank-melting action. If I deep strike the termies, Vulkan will ride with Tactical Squad 6 in the Drop Pod. They should be able to put a significant hurt on whatever they land next to. I'll probably do that one way or the other for the Head of da Snake! mission, and keep the Land Speeders well out of harm's way, as well.
This list is a balance between my current mech-heavy list and my original steel rain drop pod list. It's good for flexibility and pretty much ignoring the hang-ups of the different deployments. Spearhead? OK, so half of my force is pinned down in the back, and the other half can deep strike. Dawn of War? Two troops choices on the board to start, second one comes in first turn. Either way, I try to go second. Even Pitched Battle works well, as I'd just take advantage of as much cover as possible and then start my advance. I may want first turn on that, but going second is no major problem.
Modelling-wise, the only thing I need to do to get this list ready is magnetize a heavy flamer for one of the Land Speeders and find a quick way to attach the Hunter-Killer missiles. I'll probably just magnetize them and sneak a magnet inside the Rhinos next to the hatch.
As for painting, just about everything is table-ready, and everything has the requisite three colors. Some of the Terminators need work, the Land Speeder chin weapons are bare, and the Drop Pods still need the inner doors painted. I probably should attach the Ironclad Assault Launchers to the Dread, just to be sure. I should have magnetized them, but I didn't think of it when I built it.
Comments/suggestions?
Edit: From Tristan's suggestions -
HQ
190 - Forgefather Vulkan He'Stan
140 - Librarian (Null Zone/Might of Ancients) - Terminator Armour w/ Storm ShieldTroops
250 - Tactical Squad 2 (x10) - Sergeant w/ Power Fist & Combi-Melta, Flamer, Lascannon in Rhino
265 - Tactical Squad 3 (x10) - Sergeant w/ Power Fist & Combi-Melta, Meltagun, Multi-melta in Rhino w/ Extra Armour & Dozer Blade
245 - Tactical Squad 6 (x10) - Sergeant w/ Power Fist & Combi-Melta, Meltagun, Multi-Melta in Drop PodElites
280 - Assault Terminator Squad A (x7) - Thunder Hammers & Storm Shields
240 - Assault Terminator Squad B (x6) - Thunder Hammers & Storm Shields
195 - Ironclad Dreadnought - Chainfist, Heavy Flamer, Ironclad Assault Launchers in Drop PodFast Attack
140 - Land Speeder Squadron (x2) - 2x Heavy Flamers, 2x Multi-meltaHeavy Support
275 - Land Raider Crusader - Extra Armour, Multi-Melta
275 - Land Raider Crusader - Extra Armour, Multi-Melta
Scout Captain Tel’Yan
Honored Captain Tel'Yan has had a storied career in the Salamanders chapter. As a raw recruit from Nocturne, his prowess with firearms was instantly noticeable. Promoted to Sergeant prior to his 20th year, he had earned his way into the main battle companies by the time he was 30. Initially assigned as a spotter to a Devastator squad in the 5th Company, his first engagement simply increased his legend. Hefting the lascannon of his fallen battle-brother, Tel'Yan stopped an Eldar Falcon grav-tank with his very first shot in live combat as a fully-promoted Space Marine.
Working his way through the ranks, his rise was meteoric. Promoted to sergeant and repeatedly assigned to Honor Guard duty, Tel'Yan earned a spot in the hallowed ranks of the 1st Company, serving as a member of the Sternguard.
During a grueling engagement against Ork forces across Elkhorn Septimus, Tel'Yan's squad arrived via drop-pod. Despite the advanced systems, the pod strayed horribly off course and crashed. Of the five Sternguard aboard, only Tel'Yan survived. Trapped behind enemy lines, he found a small contingent of Scout snipers who were similarly cut off and waiting for rescue. Organizing them into a fighting force, he lead them on a three-day drive back toward the main Salamander force. Approaching over a high ridge, the squad found elements of the 3rd company pinned down by enemy fire. Taking position in thick cover, Tel'Yan had his squad pick targets carefully, and within minutes, the Ork lines were in complete disarray. Not waiting to question their luck, the 3rd Company brothers rushed forth an annihilated the greenskins.
Upon reading the full report from the ranking Scout sergeant and the 3rd Company force commander, Chapter Master Tu'Shan himself promoted Tel'Yan to lead the 7th Company recruits. His tenure has seen the 7th produce some of the finest marksmen the chapter has ever seen. Tel'Yan is noted for leading from the front, preferring to teach through demonstration
Salamanders List Testing
You might have noticed I've been heavy on the Salamanders content lately. One of the reasons I switched the blog name from Rage of Red Angels to For Holy Terra was that I realized about four months in that I have more than one army, and devoting the blog to just one of them was dumb, considering the way I paint. And the way I paint is based on what I'm bringing to the next monthly tournament.
This month, it's Salamanders. With two armies, I tend to alternate what I bring, and spend the time in between trying vainly to get all 2000 points painted. This month, I'm actually going to do it! I brought a list last night that needs touch-ups on one squad, but is otherwise completely painted and clear coated.
Here's the list:
HQ
Vulkan
Terminator Librarian with Storm ShieldTroops
Tac Squad 2, Sergeant with Combi-Melta and Power Fist, Flamer, Multi-Melta in Rhino with Extra Armour
Tac Squad 3, Sergeant with Combi-Melta and Power Fist, Meltagun, Multi-Melta
Scout Squad with Telion*, three Sniper Rifles and Missile Launcher
Scout Squad with four Sniper Rifles, Missile Launcher and Camo CloaksElites
7 Assault Terminators with Thunder Hammers and Storm ShieldsFast Attack
Land Speeder Storm with Heavy Flamer and Multi-melta
Land Speeder Storm with Heavy Flamer and Multi-meltaHeavy Support
Land Raider Crusader with Multi-melta and Extra Armour
Land Raider Crusader with Multi-melta and Extra Armour
Exactly 2000 points. Vulkan rides with Tac 3 in one of the Crusaders, and the Librarian rides with the Terminators in the other.
*Pictures and fluff for Telion (Honored-Sergeant Tel'Yan) forthcoming.
I played against Matt's Tau again last night and forgot the camera (and a saucepan to melt my dice in), so here's my take of woe in text format. We rolled Capture and Control/Dawn of War. I really hate Dawn of War, especially against a deep striking army. I need to get better at it, and this match didn't help.
I infiltrated my Scouts in good shooting position, with Telion's squad sitting on my objective and the other squad covering the far objective. Matt (again) won the roll-off and gave me first turn.
Turn 1
I rolled on with everything. The Land Speeders moved flat out and got into good position near the center of the board. Terminator Crusader moved up just right of center, and Vulkan's Crusader moved up the left flank. The Rhino moved into cover near the scouts. To be fair, I should have deployed them on the other side near Telion to reinforce the objective, but I was hoping to concentrate on the weak side to move against the other objective and force the game away from mine.
Matt rolled on with a Hammerhead, Fire Warrior team and Broadsides. Then, the shooting began. Hammerhead couldn't see, but the Broadsides managed to stun one Speeder and annihilate the other. This would set the pattern for my save rolling.
Turn 2
I move the Crusaders further up. Vulkan's moves 12, the other moves 6 to lay down fire. The first takes out the Hammerhead with a multi-melta shot (outside of melta range!) . The second manages to score no wounds on the Broadsides with 11 twin-linked shots.
Two Crisis suits jump in on my strong flank and start wrecking the place. One destroys Vulkan's Crusader, the other blows up the Rhino in cover, which miraculously causes no wounds to anything inside or around it (the best rolling of the game for me). Flamer templates wreck the scouts and leave one alive and running. Two Piranha come in and immobilize the other Crusader and knock the Multi-melta off.
Turn 3
Terminators get out and head toward the Piranhas and jump on them, blowing both up (killing one of themselves in the process). Vulkan and company jumped on a Crisis suit team, breaking and sweeping it from the board. The remaining Land Speeder turns toward the squad that took out the Rhino and lays a heavy flamer on it while the Rhino squad lays a flamer, combi-melta shot and pistols into it, killing all but one Crisis suit. The fail would then begin as 10 Marines with a combined 21 attacks (three with a fist) managed to score 1 wound on that suit, while it dealt one back. 10 Marines vs. 1 Tau, tied combat.
Broadsides fail to wound any Terminators, but Devilfish start advancing on Telion. O'Shovah jumps in and ruins Vulkan's day, forcing him and his four remaining marines to run, and also taking out the other Land Speeder. The lone Crisis suit manages to tie combat again, saving three and causing none himself.
Turn 4
Terminators maul the Piranha drones and Broadsides while Vulkan keeps running and shooting. Telion proves incapable of stopping the Devilfish advance. Rhino marines finally take down that damned Crisis suit and consolidate back into cover.
O'Shovah flamers the Rhino squad so bad that they break, and the other Crisis team whittles Vulkan's squad down to just Vulkan and the Multi-melta (and they continue to run). Devilfish drones assault Telion through cover - Three Drones on three Scouts. Scouts. Lose. Combat. Seriously, it was not my night. Still, they manage to hang around.
Turn 5
Terminators begin the slog toward the Fire Warriors. Rhino squad runs off the board, and Vulkan moves a bit farther back and manages to not hurt the Crisis team in front of him. Telion and his remaining scout manage to kill those pesky drones. The remaining Crusader blows a Fire Warrior squad off the board with an assault cannon.
O'shovah jumps on Vulkan and they battle to a stand-still. The other Fire Warriors jump on the far objective. One Devilfish tank-shocks Telion off the objective, then the other one shoots him, killing the other scout.
Continue roll comes up 1, and the game ends. Matt controlled one objective and contested the other, while smearing me across the board. Even if the game had gone to 7, it's doubtful that the Terminators would have come close enough to contest the far objective.
So, what to take from this?
1) Scouts are useful early in the game, but I'm not sure that 235 points is worth it.
2) The Librarian is useless against Tau. Maybe if I'd been smart and taken Gate of Infinity like I was originally planning, the game might have been a draw, but for 140 points, what did I really get? Not a single kill.
3) Matt suggested that I was wrapping too many points up in the Terminators, and I agree. Going from seven to five isn't losing a lot except 80 points.
If I drop one scout squad, the Librarian, and two Terminators, I free up 320 points. I'm thinking of adding a quick-strike Sternguard squad in a drop pod, and maybe a 5-man Tac squad in a pod to come in on Turn 1 instead of the Sternguard. I'd need to free up another 30 points for that, though and it would run my kill points up higher than I'd like. A little bit of juggling is in order.
Drake’s Fury – Salamanders Razorback
Drake's Fury is the dedicated Razorback for the 2nd tactical squad of the Salamander's 4th Company. Bearing the rare single Lascannon and twin-linked Plasmagun pattern, Drake's Fury entered service over a millennia ago. In that time, it has seen numerous engagements and earned a host of battle honors.
In 907.M41, during the final push in the battle for Gangreatha III, Drake's Fury bore then-Captain He'Stan, along with his successor, then-Sergeant Doc'Tyr, leading a tank column into the heart of the battle against the heavily-armored Mantis Warrior contingent. Drake's Fury's guns were responsible for immobilizing the rebel Land Raider serving as a mobile command. He'Stan and his retinue charged forth into the enemy line while Drake's Fury showered the rebels with plasma fire. Within minutes, the Mantis Warriors were in disarray and falling back. Drake's Fury led a small detachment of Razorbacks to harry the retreat, breaking what remained of the rebel's will to fight. Within a week, Gangreatha III was back in the Emperor's Grace.
Painting note: The chipped paint effect came from this tutorial by BuyPainted. I haven't mastered it yet, but I'm very happy with the way this turned out. Adding the decals first is definitely a good idea.
Doesn’t matter if 999 die…
as long as one is still standing at the end to claim the objective.
Matt and I got together for a Marine/Guard smackaround, and the tanks just kept coming. Don't mind the fact that I sound drugged. I was feeling very out of it when I was filming (but strangely, not while I was playing).
Fire Drakes First Assault Squad Pri’Mak
Honored Veteran Sergeant Pri'Mak commands his four veteran brothers, all clad in terminator armor and bearing the master-crafted relic thunder hammers that the chapter is renowned for. Pri'Mak and his veteran brothers have nearly two centuries of exemplary service each, and have served in countless engagements. They famously smashed their way through the Tyranid-infested wasteland of Magris Secundus, bringing low horrible xenos both large and small in a three-day march across that doomed world. For this action, Pri'Mak was awarded the Iron Halo, which he bears proudly.
Salamanders Land Speeder Squadron On’Dreth
Salamanders aren't known for their use of Land Speeders due to the gravitational anomalies on Nocturne, however, the chapter does have a few. The 4th Company currently has two, which are commanded by Brother On'Dreth. On'Dreth pilots Speeder #10, which carries a multi-melta (operated by Brother Hus'fal) and a Tornado-pattern heavy flamer. Brother Tso'Fir pilots Speeder #9, which also bears a multi-melta (operated by Brother De'Kruz) and a Tornado-pattern Assault cannon.
Both of the speeders have a history dating back to the Badab conflict, where they began their service with the chapter as spoils taken from an Astral Claws stockpile. Salamanders techmarines were initially reluctant to use them, as the Chapter had relatively few to begin with, and considering the traitorous nature of their original ownership. However, the installed weaponry was too tempting a prize to forgo, and the vehicles were carefully stripped and reconstructed.
Since their introduction into the 4th Company's armory, each speeder's crew has been largely responsible for its care and maintenance, and Brother On'Dreth is quite fastidious in the upkeep of his charges. The only flaw that is allowed to remain for long is the melta-shot marring the front of Speeder #9, earned in battle and displayed as both a badge and a warning about the awesome power their weapons can unleash.
Modeling note - Weapon mounts on both speeders are magnetized. Both the Tornado weapons are metal - apparently I bought the old Land Speeder models. I'd love to get my hands on another Heavy Flamer so that I can run both as MM/FF. I use them a lot when I run drop pods with locator beacons.














