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Salamanders Specific Strategies
Chaos Space Marines Specific Strategies
RULES / POINTS VERSION:
10th Edition, 2025–2026 Chapter Approved
March 2026 Balanced Dataslate
MATCHUP:
| Faction: | Detachment: |
| Salamanders | Forgefather’s Seekers |
| VS | |
| Faction: | Detachment: |
| Chaos Space Marines | Huron’s Marauders |
MISSION:
| GW Mission | K |
| Primary | Scorched Earth |
| Terrain Layout | GW Terrain Layout 6 |
| Deployment | Search and Destroy |
| Deployed First | Salamanders |
| First Turn | Salamanders |
LISTS:
Salamanders:
List
Space Marines
Salamanders
Forgefather’s Seekers
Strike Force (2,000 Points)
CHARACTERS
Adrax Agatone (85 Points)
• 1x Drakkis
• 1x Malleus Noctum
Captain (90 Points)
• 1x Plasma pistol
• 1x Power fist
• Enhancements: Immolator
Captain in Gravis Armour (105 Points)
• 1x Boltstorm gauntlet
• 1x Power fist
• 1x Relic fist
• Enhancements: War-tempered Artifice
Vulkan He’stan (100 Points)
• Warlord
• 1x Bolt Pistol
• 1x Gauntlet of the Forge
• 1x Spear of Vulkan
BATTLELINE
Heavy Intercessor Squad (100 Points)
• 1x Heavy Intercessor Sergeant
◦ 1x Bolt pistol
◦ 1x Close combat weapon
◦ 1x Heavy bolt rifle
• 4x Heavy Intercessor
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 3x Heavy bolt rifle
◦ 1x Heavy bolter
Intercessor Squad (80 Points)
• 1x Intercessor Sergeant
◦ 1x Bolt pistol
◦ 1x Bolt rifle
◦ 1x Close combat weapon
• 4x Intercessor
◦ 4x Bolt pistol
◦ 4x Bolt rifle
◦ 4x Close combat weapon
DEDICATED TRANSPORTS
Impulsor (80 Points)
• 1x Armoured hull
• 1x Ironhail heavy stubber
• 1x Shield Dome
• 2x Storm bolter
OTHER DATASHEETS
Aggressor Squad (190 Points)
• 1x Aggressor Sergeant
◦ 1x Flamestorm gauntlets
◦ 1x Twin power fists
• 5x Aggressor
◦ 5x Flamestorm gauntlets
◦ 5x Twin power fists
Company Heroes (105 Points)
• 1x Ancient
◦ 1x Bolt pistol
◦ 1x Bolt rifle
◦ 1x Close combat weapon
• 1x Company Champion
◦ 1x Bolt pistol
◦ 1x Master-crafted power weapon
• 2x Company Veteran
◦ 2x Bolt pistol
◦ 2x Close combat weapon
◦ 1x Master-crafted bolt rifle
◦ 1x Master-crafted heavy bolter
Eradicator Squad (90 Points)
• 1x Eradicator Sergeant
◦ 1x Bolt pistol
◦ 1x Close combat weapon
◦ 1x Melta rifle
• 2x Eradicator
◦ 2x Bolt pistol
◦ 2x Close combat weapon
◦ 1x Melta rifle
◦ 1x Multi-melta
Eradicator Squad (90 Points)
• 1x Eradicator Sergeant
◦ 1x Bolt pistol
◦ 1x Close combat weapon
◦ 1x Melta rifle
• 2x Eradicator
◦ 2x Bolt pistol
◦ 2x Close combat weapon
◦ 1x Melta rifle
◦ 1x Multi-melta
Infernus Squad (90 Points)
• 1x Infernus Sergeant
◦ 1x Bolt pistol
◦ 1x Close combat weapon
◦ 1x Pyreblaster
• 4x Infernus Marine
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 4x Pyreblaster
Infernus Squad (180 Points)
• 1x Infernus Sergeant
◦ 1x Bolt pistol
◦ 1x Close combat weapon
◦ 1x Pyreblaster
• 9x Infernus Marine
◦ 9x Bolt pistol
◦ 9x Close combat weapon
◦ 9x Pyreblaster
Infernus Squad (90 Points)
• 1x Infernus Sergeant
◦ 1x Bolt pistol
◦ 1x Close combat weapon
◦ 1x Pyreblaster
• 4x Infernus Marine
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 4x Pyreblaster
Land Raider Redeemer (270 Points)
• 1x Armoured tracks
• 2x Flamestorm cannon
• 1x Hunter-killer missile
• 1x Multi-melta
• 1x Storm bolter
• 1x Twin assault cannon
Repulsor (180 Points)
• 1x Armoured hull
• 1x Hunter-slayer missile
• 1x Las-talon
• 1x Repulsor defensive array
• 1x Twin lascannon
Scout Squad (70 Points)
• 1x Scout Sergeant
◦ 1x Astartes chainsword
◦ 1x Bolt pistol
◦ 1x Close combat weapon
• 4x Scout
◦ 4x Bolt pistol
◦ 4x Boltgun
◦ 4x Close combat weapon

Chaos Space Marines:
List
Chaos Space Marines
Huron’s Marauders
Strike Force (2,000 Points)
CHARACTERS
Chaos Lord (110 Points)
• 1x Daemon hammer
• 1x Plasma pistol
• Enhancements: Raid Leader
Chaos Lord in Terminator Armour (85 Points)
• 1x Combi-weapon
• 1x Power fist
Cypher (90 Points)
• 1x Cypher’s bolt pistol
• 1x Cypher’s plasma pistol
Fabius Bile (100 Points)
• 1x Fabius Bile
◦ 1x Chirurgeon
◦ 1x Rod of Torment
◦ 1x Xyclos Needler
• 1x Surgeon Acolyte
◦ 1x Surgeon Acolyte’s tools
Huron Blackheart (120 Points)
• Warlord
• 1x Tyrant’s Claw and exalted power weapon
• 1x Tyrant’s Claw heavy flamer
BATTLELINE
Cultist Mob (50 Points)
• 1x Cultist Champion
◦ 1x Autopistol
◦ 1x Brutal assault weapon
• 9x Chaos Cultist
◦ 9x Autopistol
◦ 9x Brutal assault weapon
Legionaries (90 Points)
• 1x Aspiring Champion
◦ 1x Chaos Icon
◦ 1x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Plasma pistol
• 4x Legionary
◦ 2x Astartes chainsword
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Lascannon
Legionaries (90 Points)
• 1x Aspiring Champion
◦ 1x Chaos Icon
◦ 1x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Plasma pistol
• 4x Legionary
◦ 2x Astartes chainsword
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Lascannon
Legionaries (90 Points)
• 1x Aspiring Champion
◦ 1x Chaos Icon
◦ 1x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Plasma pistol
• 4x Legionary
◦ 2x Astartes chainsword
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Lascannon
DEDICATED TRANSPORTS
Chaos Rhino (75 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Combi-bolter
• 1x Havoc launcher
Chaos Rhino (75 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Combi-bolter
• 1x Havoc launcher
OTHER DATASHEETS
Chaos Bikers (70 Points)
• 1x Biker Champion
◦ 1x Chaos Icon
◦ 1x Close combat weapon
◦ 1x Combi-bolter
◦ 1x Power fist
• 2x Chaos Biker
◦ 2x Astartes chainsword
◦ 2x Close combat weapon
◦ 2x Combi-bolter
◦ 2x Meltagun
Chaos Bikers (70 Points)
• 1x Biker Champion
◦ 1x Chaos Icon
◦ 1x Close combat weapon
◦ 1x Combi-bolter
◦ 1x Power fist
• 2x Chaos Biker
◦ 2x Astartes chainsword
◦ 2x Close combat weapon
◦ 2x Combi-bolter
◦ 2x Meltagun
Chaos Terminator Squad (360 Points)
• 1x Terminator Champion
◦ 1x Combi-weapon
◦ 1x Power fist
• 9x Chaos Terminator
◦ 2x Accursed weapon
◦ 5x Combi-weapon
◦ 2x Paired accursed weapons
◦ 5x Power fist
◦ 2x Reaper autocannon
Chosen (250 Points)
• 1x Chosen Champion
◦ 1x Accursed weapon
◦ 1x Boltgun
◦ 1x Chaos Icon
◦ 1x Plasma pistol
• 9x Chosen
◦ 5x Accursed weapon
◦ 6x Bolt pistol
◦ 4x Boltgun
◦ 3x Combi-weapon
◦ 2x Paired accursed weapons
◦ 3x Plasma pistol
◦ 2x Power fist
Masters of the Maelstrom (115 Points)
• 1x Garreon the Corpsemaster
◦ 1x Absolvor bolt pistol
◦ 1x Reductor array
• 1x Garlon Souleater
◦ 1x Force stave
◦ 1x Mind Wrench
• 1x Katar Garrix
◦ 1x Axe of Ending
◦ 1x Bolt pistol
• 1x Captain Sargotta
◦ 1x Laspistol
◦ 1x Power sabre
• 1x The Enforcer
◦ 1x Bionic gauntlet
◦ 1x Londaxi maimer
Obliterators (160 Points)
• 2x Obliterator
◦ 2x Crushing fists
◦ 2x Fleshmetal guns

FACTION SPECIFIC STRATEGIES:
Salamanders:
Flame on! For this list I am trying to ride the line between being competitive enough while still maintaining a distinctly Salamanders thematic feel to how it plays. That means lots of flamers and meltas.
The idea behind the list is to play a tempo and trade game that focuses on being able to do ranged damage during both players’ turns. There are several serious Overwatch threats in this army and 2 different ways to access re-embarkation mechanics for transport play. The idea is to use those to punish opponents that come out into the midfield to skirmish or Charge by Overwatching them and then forcing them to Charge the vehicles while the Infantry stays safe. The infantry can then use their speed and reliability in shooting to annihilate the opponent while also controlling Objectives.
Win Condition: For this matchup, Salamanders are going to make sure that they get the most out of their Overwatch uses as this CSM opponent really wants to get into melee. They’ll therefore need to be very aware of board spacing and to ensure that there are not many ways for CSM to stage and charge from behind terrain, thereby avoiding Overwatch. They will also have to ensure that they protect their home objective since CSM has an “uppy downy” stratagem. They can’t just sticky it and push forward as that will result in CSM getting a free burn for 10 VP.
What I Want to Work On This Game: Use of Overwatch and my board spacing. On paper, this matchup favors CSM and I want to see it I can help level the field by forcing them to pay for every Charge phase.
| Category | Description |
| Leader / Bodyguard Combos: | Adrax Agatone with Company Heroes |
| Captain with Infernus Squad (max sized unit) | |
| Vulkan He’stan with Infernus Squad (mix sized unit) | |
| Captain in Gravis Armour with Aggressor Squad | |
| Transport / Infantry Combos: | Captain + Infernus Squad in Repulsor |
| Captain in Gravis Armour + Aggressor Squad in Land Raider Redeemer | |
| Vulkan He’stan + Infernus Squad in Impulsor | |
| Strategic Reserves: | Adrax Agatone + Company Heroes |
| Key Stratagems: | Armour of Contempt [1CP] Opponent’s Shooting phase or Fight phase – WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. |
| Crucible of Battle [1CP] Shooting phase or Fight phase – WHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6″, add 1 to the Wound roll. | |
| Wrathful Inferno [1CP] Movement phase – WHEN: Your Movement phase, just after an ADEPTUS ASTARTES INFANTRY unit from your army Falls Back. TARGET: That unit. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. | |
| Immolation Protocols [2CP] Shooting phase – WHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, Torrent weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability. | |
| Burning Vengeance [1CP] Opponent’s Shooting phase – WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One ADEPTUS ASTARTES TRANSPORT unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. | |
| Key Combos: | Captain + Infernus Squad + Repulsor + Vulkan’s Quest detachment rule + Emergency Combat Embarkation ability + Burning Vengeance stratagem This is used to punish an opponent who tries to shoot your Repulsor. It is range limited to 12 inches thanks to the Infernus Marines’ weapons, but allows you to disembark out of the Repulsor after it was shot and to shoot back at whatever shot it. Then, the Infernus can jump right back into the Repulsor if they get Charged. Its a bit of a gotcha and requires some setup but is a strong deterrent against armies that want to engage in close quarters shooting. |
| Vulkan He’stan + Captain + Infernus Squad + Vulkan’s Quest detachment rule + Forgefather ability + Rites Of Battle ability + Crucible of Battle stratagem + Immolation Protocols stratagem This combo supercharges your Infernus Marines to the point of potentially being able to kill most things in the game. It gives you 10 D6+1 attacks that auto hit, have Strength 6 if within 12 inches, re-rolls to the Wound roll as long as Vulkan can see them, and Devastating Wounds for 1 CP. Bonus if you spend another CP for +1 to Wound. | |
| Captain in Gravis Armour + Aggressor Squad + Vulkan’s Quest detachment rule + Close-Quarters Firepower ability + Rites Of Battle ability + Immolation Protocols stratagem Similar to the Infernus Marines combo, this one gives you 6 D6+1 flamers at Strength 5, with built in wound re-rolls thanks to Twin Linked, and access to Devastating Wounds for 1 CP. |
Chaos Space Marines:
This is going to be my first go with Huron’s Marauders, as it is a relatively new detachment, and I’m excited to give it a try. The idea behind the list is to play 3 “Death Stars” that are complimented by a bunch of fast units that can shoot and fight. The list is designed to play either a tempo and trade or stage and push play style. It also contains some sub-optimal choices, specifically with the 10 man Terminator Squad. That is because I would like to play with those because they are some of my favorite looking models and I think the rules of this detachment provide a way for them to be viable, if a bit over costed.
From a play pattern perspective, the idea is to use the Bikes, Cypher, Cultists, and 5 man Legionaries to skirmish and do actions before the Bile Brick, Blackheart Star, and Terminator Brick hit the midfield as my hammer units. Lastly, the Obliterators are there to Deep Strike around the board to pop transports or blow away screens while I had to include the obligatory “Smash Captain”, cuz it’s my favorite ability combination.
Win Condition: To win this game, CSM needs to be strategic with their movement and charges to dodge Overwatch whenever possible. They then want to get into melee as soon as possible and bully the Salamanders. The Salamanders list has a major weakness in that it does not have much access to “Fall Back and Shoot”, outside of 1 stratagem, and CSM needs to exploit that.
What I Want to Work On This Game: Setting up my Charges to dodge Overwatch. I absolutely hate Overwatch as a mechanic, so I want to get better at playing around it.
| Category | Description |
| Leader / Bodyguard Combos: | Chaos Lord with Legionaries |
| Fabius Bile with Chosen | |
| Chaos Lord in Terminator Armour with Chaos Terminator Squad | |
| Huron Blackheart with Legionaries (with Masters of the Maelstrom attached) | |
| Transport / Infantry Combos: | Fabius Bile + Chosen in Chaos Rhino |
| Huron Blackheart + Legionaries with Masters of the Maelstrom in Chaos Rhino | |
| Strategic Reserves: | Chaos Lord in Terminator Armour + Chaos Terminator Squad |
| Obliterators | |
| Key Stratagems: | At the Tyrant’s Command [1CP] Movement phase – WHEN: Your Movement phase. TARGET: One HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. |
| Seize the Prize [1CP] Movement phase – WHEN: Your Movement phase, just after a HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army has been selected to Advance. TARGET: That HERETIC ASTARTES unit. EFFECT: Do not make an Advance roll for your unit. Instead, until the end of the phase add 6″ to the Move characteristic of models in your unit. | |
| Reavers’ Flurry [1CP] Fight phase – WHEN: Your Fight phase. TARGET: One HERETIC ASTARTES unit from your army that made a Charge move this turn. EFFECT: Until the end of the phase, add 1 to the Attacks characteristics of melee weapons equipped by models in your unit. | |
| To the Favoured the Spoils [1CP] Opponent’s Shooting phase – WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One HERETIC ASTARTES unit from your army that lost one or more wounds as a result of those attacks. EFFECT: Your unit can make a Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. | |
| Encircling Surge [1CP] Opponent’s Fight phase – WHEN: End of your opponent’s Fight phase. TARGET: One HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army that is within 6″ of one or more battlefield edges and not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. | |
| Key Combos: | Fabius Bile + Chosen + Dark Pacts army rule + Tyrannical Motivation detachment rule + Enhanced Warriors ability + Chosen Marauders ability + Chaos Icon ability + Reavers’ Flurry stratagem This is used to give a max sized unit of Chosen +1 to Strength and Attacks in melee after they Advance and Shoot/Charge. Combine this with Lethal or Sustained Hits and the ability to re-roll the Dark Pacts Leadership test and this unit becomes a blender. Bonus if you have it disembark from a Rhino for 3 extra inches of Movement on the disembark and/or the Seize the Prize stratagem for an auto 6 inch Advance to make them lethal and super fast. |
| Chaos Lord in Terminator Armour + Chaos Terminator Squad + Dark Pacts army rule + Tyrannical Motivation detachment rule + Despoilers ability + Lord Of Chaos ability + At the Tyrant’s Command stratagem I’m still not sure if it’s worth the points, but I think this is the best Terminator unit that you will get in CSM. It can Rapid Ingress in and then use Chaos Lord for a 0 CP Advance & Charge to ensure that they “get stuck in”. Combine that with +1 Attacks and the Ability to re-roll the Hit Roll every time they Dark Pact and this unit can slap. Even better if you combo it with Seize the Prize for an auto 6 inch Advance or To the Favored the Spoils for a Surge Move. | |
| Chaos Lord + Legionaries + Dark Pacts army rule + Tyrannical Motivation detachment rule + Raid Leader enhancement + Chaos Icon ability + Lord Of Chaos ability + Veterans Of The Long War ability + Chance For Glory ability + At the Tyrant’s Command stratagem There’s no way that I’m playing a game with CSM without including a Smash Captain, so here he is. This unit can Charge out of a Rhino that already made a Normal Move thanks to the Raid Leader enhancement, Advance and Charge for 0 CP, and than smash something on an Objective thanks to Dark Pacts into full Wound re-rolls and Devastating Wounds. It is a tremendous late game piece. | |
| Obliterators + Dark Pacts army rule + Tyrannical Motivation detachment rule + Encircling Surge stratagem I’m probably a hypocrite for including this one given how much I have complained about Raven Guard using “uppy downy” on Centurion Devastators, but oh well. Obliterators are cooler than Centurions and this is a way to uppy downy them all around the board to blow away vehicles or screens. | |
| Huron Blackheart + Legionaries + Dark Pacts army rule + Choice Samples ability + Hamdrya’s Knowledge ability + Encircling Surge stratagem This one is new and feels like a poor man’s version of what Space Marines are doing with Victrix Honour Guard. This gives you a Death Star unit that has access to both a Reactive and Surge Move, which makes it very difficult to engage with them in close range shooting. Add in the ability to do mortals once per battle, resurrect a model per round, and added OC and this unit will be a pain that must be dealt with. |
ROUND-BY-ROUND RECAP:
CSM wins the roll off to determine Attacker / Defender and chooses to have the Salamanders deploy first. Salamanders deploy widely across the board as they know that the Chaos Space Marines need to come to them. The Land Raider Redeemer is positioned first to dominate the center of the board, with the Replusor on a flank to pressure the CSM Natural Expansion Objective, and the Impulsor and a lot of the Infantry deployed to capture and hold the Salamander’s Natural Expansion Objective. Lastly, the Eradicators are used to screen out the Salamanders’ Deployment Zone while also loosely mimicking where they think the Rhinos will move to. Salamanders are hoping for first turn to get out and setup their Overwatches.
CSM also deploys widely and is focused on trying to setup early moves into terrain in order to make the Salamanders come out to meet them. Their plan is to use the Bikers to push for Objectives early, while Bile’s Rhino is positioned to threaten the Salamanders’ Natural Expansion Objective. Cypher is hidden in terrain to Vect the entire center of the board, Huron’s Rhino is positioned to follow another unit of Bikers to defend the CSM Natural Expansion Objective, and the Lord + Legionaires are staged to follow the Rhino and get in once Huron vacates it. CSM is hoping for 2nd turn as there isn’t much to do if they go first.
Board state post deployment is shown below.

Post Deployment
Salamanders win the roll off and will go first. They then perform their Scout Move. Board state at the start of the battle is shown below.

Start of the Battle
ROUND 1:
| Phase: | Go First: Salamanders |
| Score at Start | 10 |
| CP at Start | 1 |
| Command | [Salamanders] Draw Secondaries: Area Denial & Overwhelming Force [Salamanders] Uses Oath of Moment on Bikers 1 [Salamanders] Intercessor Squad uses Objective Secured ability to sticky Objective 1 |
| Movement | [Salamanders] Land Raider Redeemer Makes a Normal Move onto Objective 4 to Shoot Chaos Bikers 1 [Salamanders] Heavy Intercessor Squad Advances onto Objective 5 to Stage [Salamanders] Scout Squad Makes a Normal Move away from Objective 5 to Hide [Salamanders] Impulsor Makes a Normal Move towards Objective 5 to Stage [Salamanders] Eradicator Squad 1 Makes a Normal Move towards No Man’s Land to Stage [Salamanders] Infernus Squad Makes a Normal Move towards No Man’s Land to Stage [Salamanders] Repulsor Advances towards Objective 3 to Stage |
| Shooting | [Salamanders] Land Raider Redeemer Shoots Chaos Bikers 1 and Destroys the Unit |
| Charge | [Salamanders] None |
| Fight | [Salamanders] None |
| End of Turn | [Salamanders] Scores Secondary: Area Denial — 5 VP [Salamanders] Drops Secondary: Overwhelming Force for 1 CP |
| Score at End | 15 |
| CP at End | 3 |
Middle of Round 1
That was a great first turn for the Salamanders. They drew Area Denial, which dovetailed perfectly with how they wanted to play this game and were able to jump start their CP economy by dropping Overwhelming Force. They also have used their speed advantage to establish solid board control with Overwatch threats on every Objective. This is going to present an interesting challenge for CSM in their turn of Round 1 .
Board state in the middle of Round 1 is shown below.

| Phase: | Go Second: Chaos Space Marines |
| Score at Start | 10 |
| CP at Start | 2 |
| Command | [Chaos Space Marines] Draw Secondaries: Area Denial & Establish Locus [Chaos Space Marines] Uses Huron’s Elite for +1 to Hit rolls for Infantry [Chaos Space Marines] Cultist Mob uses For the Dark Gods ability to sticky Objective 2 |
| Movement | [Chaos Space Marines] Chaos Rhino 1 Advances towards Objective 5 to Stage [Chaos Space Marines] Chaos Rhino 2 Makes a Normal Move towards Objective 3 to Stage [Chaos Space Marines] Chaos Lord + Legionaries Advances towards Chaos Rhino 2 to Stage [Chaos Space Marines] Chaos Bikers 2 Makes a Normal Move onto Objective 3 to Move Block |
| Shooting | [Chaos Space Marines] None |
| Charge | [Chaos Space Marines] None |
| Fight | [Chaos Space Marines] None |
| End of Turn | [Chaos Space Marines] Drops Secondary: Area Denial for 1 CP [Chaos Space Marines] Drops Secondary: Establish Locus |
| Score at End | 10 |
| CP at End | 3 |
End of Round 1
Well that was not a great turn for CSM. The best thing about the turn was getting to burn two useless Secondaries to keep up with Salamanders in the CP economy. Otherwise it was a very boring turn that mostly focused on staging. Looks like CSM is aiming to play the long game in this one.
Board state at the end of Round 1 is shown below.

ROUND 2:
| Phase: | Go First: Salamanders |
| Score at Start | 15 |
| CP at Start | 4 |
| Command | [Salamanders] Draw Secondaries: Sabotage & Recover Assets [Salamanders] Uses Oath of Moment on Chaos Rhino 2 [Salamanders] Score Primary: 10 VP |
| Movement | [Salamanders] Scout Squad Makes a Normal Move away from Objective 5 to perform Recover Assets [Salamanders] Impulsor Makes a Normal Move towards Chaos Rhino 1 to Shoot [Salamanders] Heavy Intercessor Squad Makes a Normal Move onto Objective 5 to Shoot Chaos Rhino 1 [Salamanders] Eradicator Squad 1 Makes a Normal Move into Terrain to Sabotage [Salamanders] Captain in Gravis Armour + Aggressor Squad Disembarks from Land Raider Redeemer onto Objective 4 to Burn the Objective [Salamanders] Land Raider Redeemer uses CP re-roll to Advance into CSM Deployment Zone to Shoot Chaos Lord + Legionaries [Salamanders] Captain + Infernus Squad Disembarks from Repulsor onto Objective 3 to Shoot Chaos Bikers 2 [Salamanders] Repulsor Makes a Normal Move towards Chaos Rhino 2 to Shoot while staying near Captain + Infernus Squad [Salamanders] Adrax Agatone + Company Heroes Deploys From Reserves near CSM Deployment Zone to Screen [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad uses Rapid Ingress stratagem for 0 CP to Deep Strike into CSM Deployment Zone |
| Shooting | [Salamanders] Eradicator Squad 1 performs Sabotage [Salamanders] Eradicator Squad 2 performs Recover Assets [Salamanders] Scout Squad performs Recover Assets [Salamanders] Repulsor Shoots Chaos Rhino 2 and Deals 6 Damage while the Rhino makes three 5+ Saves [Salamanders] Captain + Infernus Squad Split Fires and kills 2 models in Chaos Bikers 2 and Deals 2 Damage Chaos Rhino 2 [Salamanders] Captain in Gravis Armour + Aggressor Squad performs Burn Objective [Salamanders] Land Raider Redeemer Shoots Chaos Lord + Legionaries and Destroys the Legionaries while the Lord is left on 1 Wound [Salamanders] Heavy Intercessor Squad Shoots Chaos Rhino 1 and Deals 2 Damage [Salamanders] Adrax Agatone + Company Heroes Shoots Chaos Rhino 1 and Deals 1 Damage [Salamanders] Impulsor with Vulkan He’stan + Infernus Squad use Firing Deck to Shoot Chaos Rhino 1 and Deal 5 Damage |
| Charge | [Salamanders] Captain + Infernus Squad Declares a Charge into Chaos Bikers 2 — Charge Succeeded |
| Fight | [Salamanders] Captain + Infernus Squad uses Crucible of Battle stratagem for 0 CP to Fight Chaos Bikers 2 and Destroys the Unit |
| End of Turn | [Salamanders] Scores Secondary: Recover Assets — 3 VP |
| Score at End | 28 |
| CP at End | 3 |
Middle of Round 2
Well thats annoying. Both Rhinos survived on 1 and 2 Wounds respectively. Ideally, the Salamanders really wanted to crack those transports to expose the infantry inside to their flamers. It’s not the end of the world that it didn’t happen, but is very annoying.
From a CSM perspective, the temperature of this game is starting to rise at an alarming rate (pun intended). They have a Land Raider Redeemer parked in the middle of their Deployment Zone and flamer armed Salamanders on every Objective. They will eat an Overwatch next turn, now it’s just about where it occurs. They need to do something fast otherwise this game could get ugly.
Board state in the middle of Round 2 is below.

| Phase: | Go Second: Chaos Space Marines |
| Score at Start | 10 |
| CP at Start | 5 |
| Command | [Chaos Space Marines] Draw Secondaries: A Tempting Target & Extend Battle Lines [Salamanders] Choose Objective 4 as Tempting Target [Chaos Space Marines] Chaos Lord passes Battle Shock [Chaos Space Marines] Chaos Rhino 1 passes Battle Shock [Chaos Space Marines] Chaos Rhino 2 fails Battle Shock [Chaos Space Marines] Select Huron’s Elite for +1 to Hit rolls for all Infantry [Chaos Space Marines] Chaos Rhino 1 and 2 use Self Repair ability to heal 1 Wound each [Chaos Space Marines] Score Primary: 5 VP |
| Movement | [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad use At the Tyrant’s Command stratagem to Advance towards Land Raider Redeemer to Shoot and Charge [Chaos Space Marines] Legionaries Advances use Seize the Prize stratagem to Advance onto Objective 4 to out OC the Aggressors [Chaos Space Marines] Fabius Bile + Chosen Disembarks from Chaos Rhino 1 towards Salamanders units on Objective 5 to Shoot and Charge [Chaos Space Marines] Chaos Rhino 1 Makes a Normal Move onto Objective 5 to Shoot [Chaos Space Marines] Chaos Rhino 2 Makes a Normal Move into CSM’s Deployment Zone to Hide [Chaos Space Marines] Chaos Lord Makes a Normal Move towards Captain + Infernus Squad to Charge [Chaos Space Marines] Obliterators Deep Strikes into CSM Deployment Zone to Shoot Land Raider Redeemer or Company Heroes |
| Shooting | [Chaos Space Marines] Chaos Rhino 1 Shoots Scout Squad and Deals 0 Damage [Chaos Space Marines] Chaos Rhino 2 with Huron Blackheart + Legionaries uses Firing Deck to Shoot Land Raider Redeemer and Deals 5 Damage [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad uses Dark Pacts for Sustained and Despoilers ability to Shoot Land Raider Redeemer and Deals 3 Damage [Chaos Space Marines] Fabius Bile + Chosen Grenade stratagem on Heavy Intercessor Squad and Deals 3 Mortal Wounds [Chaos Space Marines] Fabius Bile + Chosen Shoots Heavy Intercessor Squad and Deals 2 Damage [Chaos Space Marines] Obliterators use Dark Pacts for Sustained and roll five 6’s to Shoot Adrax Agatone + Company Heroes and Deals 14 Damage |
| Charge | [Chaos Space Marines] Fabius Bile + Chosen Declares a Charge into Heavy Intercessor Squad and Impulsor — Charge Succeeded [Salamanders] Impulsor: Vulkan He’stan + Infernus Squad uses Overwatch stratagem and deals 5 Damage [Chaos Space Marines] Chaos Lord Declares a Charge into Captain + Infernus Squad — Charge Succeeded [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad Declares a Charge into Land Raider Redeemer — Charge Succeeded [Chaos Space Marines] Chaos Rhino 1 Declares a Charge into Heavy Intercessor Squad — Charge Succeeded |
| Fight | [Chaos Space Marines] Chaos Lord uses Chance For Glory ability and Fights Captain + Infernus Squad and kills 5 models [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad uses Reavers’ Flurry stratagem [Salamanders] Land Raider Redeemer uses Armour of Contempt for 2 CP due to Cypher [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad uses Dark Pacts for Lethal and Despoilers ability to Fight Land Raider Redeemer and Destroys the Unit [Chaos Space Marines] Fabius Bile + Chosen use Dark Pacts for Sustained and Split Fire to Fight Impulsor and Deal 6 Damage and Kill Heavy Intercessor Squad [Chaos Space Marines] Captain Fights Chaos Lord and Destroys the Unit [Salamanders] Impulsor Fights Chaos Rhino: Fabius Bile + Chosen and Deals 2 Damage |
| End of Turn | [Chaos Space Marines] Scores Secondary: A Tempting Target — 5 VP [Chaos Space Marines] Scores Secondary: Extend Battle Lines — 4 VP [Chaos Space Marines] Scores Secondary: Sabotage — 3 VP |
| Score at End | 24 |
| CP at End | 1 |
End of Round 2
More annoyance for the Salamanders as CSM baits them into a sub-optimal Overwatch. What the Salamanders really wanted to do this turn was to Overwatch Huron’s Legionaries as they got out of Rhino 2 with 10 D6+1 shot Flamers. Instead, CSM pulled a “tactical retreat” with that Rhino and sequenced the Movement Phase such that it was the last movement. They then manipulated the Charge Phase such that the Salamanders’ choices for Overwatch were 2 CP on the Land Raider Redeemer (which felt rich on a unit that was going to die), 1 CP for massive overkill on the Chaos Lord, or going after Bile’s Chosen unit. They opted for the latter, only to watch CSM make most of their saves. Lastly, they deliberately chose to keep the Infernus Squad out of the Repulsor as they needed to hold that Objective going into next turn. Not ideal, although they do still have CSM moving backwards more than forwards and are lined up well to kill Bile’s Chosen.
From a CSM perspective, this is starting to feel better. They are bottled up in their DZ, but have alleviated most of the pressure. They also have eliminated 2 really scary Overwatch threats and clawed back a decent number of points. They still have a lot of work to do, but it’s not as dire as it looked last Round.
The board state at the end of Round 2 is shown below.

ROUND 3:
| Phase: | Go First: Salamanders |
| Score at Start | 31 |
| CP at Start | 2 |
| Command | [Salamanders] Draw Secondaries: Cleanse & Display of Might [Salamanders] Adrax Agatone + Company Heroes passes Battle Shock [Salamanders] Impulsor passes Battle Shock [Salamanders] Use Oath of Moment on Fabius Bile + Chosen [Salamanders] Score Primary: 10 VP |
| Movement | [Salamanders] Captain + Infernus Squad Makes a Normal Move onto Objective 3 to Cleanse [Salamanders] Repulsor Makes a Normal Move onto Objective 3 to Shoot Chaos Rhino 2 [Salamanders] Eradicator Squad 2 Advances towards Chaos Rhino 1 to Shoot [Salamanders] Infernus Squad Makes a Normal Move onto Objective 5 to Cleanse [Salamanders] Vulkan He’stan + Infernus Squad Disembarks from Impulsor near Objective 5 to Shoot and Charge Fabius Bile + Chosen [Salamanders] Vulkan He’stan uses Seeker of the Unfound ability on Objective 5 [Salamanders] Scout Squad Makes a Normal Move away from Objective 5 to Hide [Salamanders] Impulsor Falls Back towards Salamanders’ Deployment Zone to Hide [Salamanders] Adrax Agatone + Company Heroes Advances towards Cypher to Shoot |
| Shooting | [Salamanders] Vulkan He’stan uses Forgefather ability on Fabius Bile + Chosen [Salamanders] Scout Squad Grenades Fabius Bile + Chosen and Deals 4 Mortal Wounds [Salamanders] Repulsor Shoots 2 and Destroys the Unit and Huron’s unit takes 1 Mortal Wound disembarking [Salamanders] Aggressor Squad Shoots Legionaries and Kills 3 models [Salamanders] Eradicator Squad 1 Shoots Rhino 1 and Destroys the Unit [[Chaos Space Marines] Chaos Rhino 1 Explodes and Deals 3 Mortal Wounds to Fabius Bile + Chosen and 1 to Eradicators Squad 1 [Salamanders] Vulkan He’stan + Infernus Squad Shoots Fabius Bile + Chosen and Kills 4 models [Salamanders] Fabius Bile + Chosen uses To the Favored the Spoils stratagem to Surge Move into Eradicators Squad 1 [Salamanders] Adrax Agatone + Company Heroes Shoots Cypher and Destroys the Unit [Salamanders] Infernus Squad Performs Cleanse [Salamanders] Captain + Infernus Squad Performs Cleanse |
| Charge | [Salamanders] Captain in Gravis Armour + Aggressor Squad Declares a Charge into Legionaries — Charge Succeeded [Salamanders] Vulkan He’stan + Infernus Squad Declares a Charge into Fabius Bile + Chosen — Charge Succeeded |
| Fight | [Salamanders] Captain in Gravis Armour + Aggressor Squad Fights Legionaries and Destroys the Unit [Salamanders] Vulkan He’stan + Infernus Squad Fights Chosen and Destroys the Unit but Fabius Bile lives [Chaos Space Marines] Fabius Bile Fights Vulkan He’stan + Infernus Squad and Kills 2 models [Salamanders] Eradicator Squad 1 Fights Fabius Bile and Deals 3 Damage |
| End of Turn | [Salamanders] Scores Secondary: Cleanse — 5 VP [Salamanders] Scores Secondary: Display of Might — 4 VP |
| Score at End | 50 |
| CP at End | 1 |
Middle of Round 3
Big time kill turn by the Salamanders as they basically push CSM out of the midfield and establish a dominant position over 4 of 5 total Objectives. They also killed 1 of the 3 Death Stars for CSM and maximized their points that round. They will eat a crack back from CSM in the form of Huron and the Terminators Charging onto Objectives, but its not going to be the end of the world.
As for the CSM perspective, they may have played it too conservatively early and look to be running out of turns as a result. They are positioned to push into the Salamanders in this coming turn but I’m not sure it will be enough to catch up on the scoreboard.
Board state in the middle of Round 3 is shown below.

| Phase: | Go Second: Chaos Space Marines |
| Score at Start | 24 |
| CP at Start | 2 |
| Command | [Chaos Space Marines] Draw Secondaries: No Prisoners & Bring It Down [Chaos Space Marines] Fabius Bile fails Battle Shock [Chaos Space Marines] Choose Huron’s Elite [Chaos Space Marines] Score Primary: 5 VP |
| Movement | [Chaos Space Marines] Huron Blackheart + Legionaries with Masters of the Maelstrom Makes a Normal Move towards Repulsor to Shoot and Charge [Chaos Space Marines] Masters of the Maelstrom uses Plunder ability to do 3 Mortal Wounds to Captain + Infernus Squad [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad uses At the Tyrant’s Command stratagem for Advance, Shoot, and Charge for 0 CP thanks to Chaos Lord ability [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad Advances towards Captain in Gravis Armour + Aggressor Squad to Shoot and Charge [Salamanders] Captain in Gravis Armour + Aggressor Squad uses Overwatch for o CP thanks to Rites of Battle ability and do 5 Damage to Chaos Lord in Terminator Armour + Chaos Terminator Squad [Chaos Space Marines] Cultist Mob Advances towards Board Edge to Hide |
| Shooting | [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad Dark Pacts for Sustained Hits to Shoot Captain in Gravis Armour + Aggressor Squad and Deals 13 Devastating Wounds [Chaos Space Marines] Chaos Rhino: Huron Blackheart + Legionaries with Masters of the Maelstrom Dark Pacts for Sustained Hits, takes 2 Mortal Wounds, and Shoots Captain + Infernus Squad and Kills Infernus Squad [Chaos Space Marines] Obliterators Dark Pact for Sustained and Shoots Adrax Agatone + Company Heroes and Kills Company Heroes while doing 2 Damage to Adrax Agatone |
| Charge | [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad Declares a Charge into Captain in Gravis Armour + Aggressor Squad — Charge Succeeded [Chaos Space Marines] Huron Blackheart + Legionaries with Masters of the Maelstrom Declares a Charge into Repulsor — Charge Succeeded [Chaos Space Marines] Obliterators Declares a Charge into Adrax Agatone — Charge Succeeded |
| Fight | [Chaos Space Marines] Obliterators Dark Pact for Sustained and Fights Adrax Agatone and Destroys the Unit [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad Dark Pacts for Sustained and Fights Captain in Gravis Armour + Aggressor Squad and Destroys the Unit [Chaos Space Marines] Huron Blackheart + Legionaries with Masters of the Maelstrom uses Reavers Flurry stratagem [Chaos Space Marines] Huron Blackheart + Legionaries with Masters of the Maelstrom Fights Repulsor and Destroys the Unit [Salamanders] Vulkan He’stan Fights Fabius Bile and Destroys the Unit [Chaos Space Marines] Fabius Bile uses Chirurgeon ability to stand back up |
| End of Turn | [Chaos Space Marines] Scores Secondary: No Prisoners — 5 VP [Chaos Space Marines] Scores Secondary: Bring It Down — 4 VP [Salamanders] Scout Squad uses Guerilla Tactics ability to go into Reserves |
| Score at End | 38 |
| CP at End | 1 |
End of Round 3
CSM follow up with a great turn, although it is significant that their great turn scores less primary than the Salamanders’ prior turn did. At this point, it is looking like a lack of primary points could be the deciding factor in the game for CSM. They have more killing power left on the board but don’t have the speed or number of units to keep pushing back on the Salamanders while also making up the points deficit by burning Objectives. Their slow start is coming back to bite them.
From a Salamanders’ perspective, they just need to keep hanging on. It’s going to be painful and they will probably get pretty close to tabled by the end of the game but they have a decent lead and just need to keep running out the clock on CSM. They’ll need to focus on points and denying CSM wherever possible.
Board state at the end of Round 3 is below.

ROUND 4:
| Phase: | Go First: Salamanders |
| Score at Start | 50 |
| CP at Start | 3 |
| Command | [Salamanders] Draw Secondaries: No Prisoners & Extend Battle Lines [Salamanders] Impulsor passes Battle Shock [Salamanders] Use Oath of Moment on Huron [Salamanders] Score Primary: 10 VP |
| Movement | [Salamanders] Eradicator Squad 2 Makes a Normal Move near Salamanders Deployment Zone to Screen [Salamanders] Impulsor Squad 2 Makes a Normal Move near Salamanders Deployment Zone to Screen |
| Shooting | [Salamanders] Vulkan He’stan uses Forgefather on Fabius Bile [Salamanders] Vulkan He’stan + Infernus Squad Grenades Fabius Bile and Deals 2 Mortal Wounds [Salamanders] Vulkan He’stan + Infernus Squad Shoots Fabius Bile and Destroys the Unit |
| Charge | [Salamanders] Captain Declares a Charge into Huron Blackheart + Legionaries with Masters of the Maelstrom — Charge Succeeded |
| Fight | [Salamanders] Captain uses Epic Challenge for 0 CP [Salamanders] Captain uses Finest Hour ability [Salamanders] Captain Fights Huron Blackheart + Legionaries with Masters of the Maelstrom and Deals 4 Damage to Huron [Chaos Space Marines] Huron Blackheart Fights Captain and Destroys the Unit |
| End of Turn | [Salamanders] Scores Secondary: No Prisoners — 2 VP [Salamanders] Scores Secondary: Extend Battle Lines — 4 VP [Chaos Space Marines] Cultist Mob uses Encircling Surge stratagem to go into Reserves |
| Score at End | 66 |
| CP at End | 2 |
Middle of Round 4
Not the greatest secondary draw for the Salamanders, although Huron making way too many 4+ Invulnerable Saves adds to the feels bad of only getting 2 VP on No Prisoners. Otherwise, this was another good turn as the Salamanders are starting to run up the score. CSM will push again next turn, but the scoreboard and round count is working against them.
The board state in the middle of Round 4 is shown below.

| Phase: | Go Second: Chaos Space Marines |
| Score at Start | 38 |
| CP at Start | 3 |
| Command | [Chaos Space Marines] Draw Secondaries: Display of Might & Storm Hostile Objective [Chaos Space Marines] Choose Huron’s Elite [Chaos Space Marines] Score Primary: 10 VP |
| Movement | [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad uses At the Tyrant’s Command and Seize the Prize stratagems for 1 CP thanks to Chaos Lord ability for auto Advance 6 and Advance, Shoot, and Charge [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad Advances towards Objective 5 to Shoot and Charge [Salamanders] Vulkan He’stan + Infernus Squad uses Overwatch for 3 Damage [Chaos Space Marines] Obliterators Makes a Normal Move towards Objective 5 to Shoot [Chaos Space Marines] Huron Blackheart + Legionaries with Masters of the Maelstrom Makes a Normal Move onto Objective 3 to Burn the Objective [Chaos Space Marines] Cultist Mob Deploys From Reserves near Objective 2 to Move Block |
| Shooting | [Chaos Space Marines] Obliterators Shoots Vulkan He’stan + Infernus Squad and Kills Infernus Squad but leaves Vulkan alive [Chaos Space Marines] Huron Blackheart + Legionaries with Masters of the Maelstrom Burn Objective 3 |
| Charge | [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad Declares a Charge into Eradicator Squad 1 and Infernus Squad — Charge Succeeded |
| Fight | [Salamanders] Eradicator Squad 1 uses Armour of Contempt stratagem [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad uses Reaver’s Flurry stratagem [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad Fights Eradicator Squad 1 and Infernus Squad and Destroy the Units |
| End of Turn | [Chaos Space Marines] Scores Secondary: Display of Might — 4 VP |
| Score at End | 52 |
| CP at End | 1 |
End of Round 4
Well that’s super annoying for CSM. They make a long Charge, Pile In 8 Terminators plus a Chaos Lord, kill everything they touch, and Consolidate onto Objective 5, only to lose the Objective to an OC 10 Vulkan that is chilling just outside of their ability to get into range of him. Thats probably the final nail in the coffin for CSM as they really needed perfect turns in Rounds 4 and 5 to come back. They’ll make it close, but probably lose narrowly to the Salamanders.
The board state at the end of Round 4 is shown below.

ROUND 5:
| Phase: | Go First: Salamanders |
| Score at Start | 66 |
| CP at Start | 2 |
| Command | [Salamanders] Draw Secondaries: Engage On All Fronts & Behind Enemy Lines [Salamanders] Impulsor passes Battle Shock [Salamanders] Use Oath of Moment on Huron [Salamanders] Score Primary: 10 VP |
| Movement | [Salamanders] Impulsor Advances with a CP re-roll onto Objective 4 to Screen [Salamanders] Eradicator Squad 2 Advances into No Man’s Land to Screen [Salamanders] Scout Squad Deploys From Reserves into CSM Deployment Zone to Score Secondaries |
| Shooting | [Salamanders] Vulkan He’stan Grenades Chaos Lord in Terminator Armour + Chaos Terminator Squad and Deals 5 Mortal Wounds |
| Charge | [Salamanders] None |
| Fight | [Salamanders] None |
| End of Turn | [Salamanders] Scores Secondary: Engage On All Fronts — 4 VP [Salamanders] Scores Secondary: Behind Enemy Lines — 3 VP [Chaos Space Marines] Obliterators uses Encircling Surge stratagem to go into Reserves |
| Score at End | 83 |
| CP at End | 2 |
Middle of Round 5
Salamanders score is in the books and I’m not sure that CSM has the gas to catch them. It will be close, but we’ll see. Board state in the middle of Round 5 is below.

| Phase: | Go Second: Chaos Space Marines |
| Score at Start | 52 |
| CP at Start | 3 |
| Command | [Chaos Space Marines] Draw Secondaries: Recover Assets [Chaos Space Marines] Drop Secondaries: Recover Assets [Chaos Space Marines] Draw Secondaries: Overwhelming Force [Chaos Space Marines] Choose Huron’s Elite |
| Movement | [Chaos Space Marines] Huron Blackheart + Legionaries with Masters of the Maelstrom uses At the Tyrant’s Command and Seize the Prize stratagems for auto Advance 6 and Advance, Shoot, and Charge [Chaos Space Marines] Huron Blackheart + Legionaries with Masters of the Maelstrom Advances towards Objective 4 to Shoot and Charge [Salamanders] Eradicator Squad 2 uses Overwatch for 3 Damage [Chaos Space Marines] Obliterators Deep Strikes near Objective 1 to Shoot |
| Shooting | [Chaos Space Marines] Obliterators Shoots Intercessor Squad and Destroys the Unit [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad Shoots Vulkan He’stan and Deals 4 Damage [Chaos Space Marines] Huron Blackheart + Legionaries with Masters of the Maelstrom Shoots Impulsor and Deals 0 Damage |
| Charge | [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad Declares a Charge into Vulkan He’stan — Charge Succeeded [Chaos Space Marines] Huron Blackheart + Legionaries with Masters of the Maelstrom Declares a Charge into Vulkan He’stan — Charge Succeeded |
| Fight | [Chaos Space Marines] Chaos Lord in Terminator Armour + Chaos Terminator Squad Fights Vulkan He’stan and Destroys the Unit [Chaos Space Marines] Huron Blackheart + Legionaries with Masters of the Maelstrom Fights Impulsor and Destroys the Unit |
| End of Turn | [Chaos Space Marines] Scores Secondary: Overwhelming Force — 5 VP [Chaos Space Marines] Scores Secondary: Storm Hostile Objective — 4 VP [Chaos Space Marines] Scores Primary: 10 VP [Chaos Space Marines] Scores Primary: 5 VP for Burning Objective 3 |
| Score at End | 76 |
| CP at End | 2 |
End of Round 5
A good effort at the comeback but just not enough as they lose by 7 VP. Board state at the end of Round 5 is shown below.

RESULT:
Singles Format: 83 – 76 WIN for Salamanders
WTC Teams Format: 11-9 WIN for Salamanders
GAME REVIEW:
This was a genuinely fun game to play. It featured an interesting mix of tactics as the two armies with opposing philosophies tried to outmanoeuvre each other’s core strength. The Salamanders wanted to weaponise Overwatch and short-range firepower, while CSM needed to dodge those Overwatchs and get into melee before the board was on fire. The result was a super fun game of cat and mouse in the early rounds that surprisingly featured the Salamanders in the role of “bully”, which ultimately decided the game as CSM waited too long to wrest that title “bully” back from them and start coming back on the score board.
WHAT I WOULD CHANGE NEXT TIME:
- Salamanders
- Overall this was a great effort for the Salamanders. There are a few nitpicks, especially the Round 2 Overwatch game of chicken that they ended up losing and the sequencing of shooting in Round 2 that left both Rhinos alive. Otherwise nothing really major as they beat a list that I think most would say is stronger than theirs.
- Chaos Space Marines
- In short – a lot. I think the list is fine, although I am debating dropping a Bikers unit for another Rhino to start the Chaos Lord + Legionaries in. I also want to squeeze in a unit of Red Corsair Raiders for some Infiltrate ability but need to finish painting them first.
- More importantly, this game kind of proves the value that I get out of playing these practice games, as I generally do not play well the first time that I try a list. I’m a very “learn by doing” kind of person and it takes these kind of physical reps to properly calibrate my in game impulses for a list. For this game, I got trapped playing this list as if it were my usual CSM list with mostly minimum sized units. That ended up costing CSM the game as they lost all of their small, fast units early and were left with 2 super killy Death Stars that dominated the board but just couldn’t get into the points game quick enough. Next time, I would start the Terminators on the board and play both them and Huron’s unit more aggressively.
EARNED THEMSELF A NAME:
Vulkan He’stan. He didn’t kill dictate the flow of the game like the Land Raider Redeemer or 10 model Infernus brick, but he came up clutch when it mattered most. First by leading his unit to wipe out the Chosen and then Fabius Bile and, most impact fully, in Round 4 when he out OC’d a Terminator brick to stick CSM with a dead secondary when they REALLY needed the points.
MAGNUS OF THE GAME:
In reality, it was the developer of the CSM play strategy, but we covered that above. Instead, I’m going with the Chaos Lord + Legionaries. They did absolutely nothing except provide the Land Raider Redeemer with some target practice.






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