Salamanders in KoW 4 – tier and analysis
Fire Elementals pushed forward by the Surge spell, Komodons firing from 36 inches and a wall of Ghekkotah Warriors. The Salamanders win with a single recipe – the rest of the army performs poorly. Every unit rated – how to play it, which artefact and spell – plus orders and advice for small, medium and big games.
Salamanders — B-
List state: 23 September 2026, after Fracture and ahead of the announced Arrogance.
The salamanders are just one branch of a reptilian race, but they're the branch encountered most often – which is why the world calls the whole race by their name. When Winter came, the leader of their people, Kthorlaq, led the refugees west, to three smoking peaks she had seen in visions since childhood, and – as legend has it – she herself became a magical shield over them. When the shield cracked, the magic of the dying Winter collided with Kthorlaq's magic and struck the salamanders basking by the volcanic vents. Ever since, an icy chill has been fighting the fire in their veins – which is why they seek out the hottest places and make regular pilgrimages to the Three Kings to rekindle their flame.
On the table, it's a one-recipe army: Fire Elementals pushed forward by the Surge spell, Komodons that shoot from 36 inches from the first turn, and a wall of Ghekkotah Warriors and a Horde of Primes. Everything else – the cavalry, the corsairs, the big Warlords – performs worse.

What the results say
In the UK, the Salamanders do poorly. At Clash of Kings 2026 (160 players, six games), eleven lists went 22–8–36, which makes 39.4% – the nineteenth-best result of twenty factions, with only the Abyssal Dwarfs below them. Two lists finished in the top half of the table: 29th (4–0–2) and 78th (3–1–2). In the UK season ranking, that's 16th place, with two podium finishes – both from the same player. Smaller tournaments sometimes go better – 2nd place at COGS (24 players) and Kings of Cardiff (16 players), 5th and 6th at Pride of the Shires (20 players), 7th at Battle Masters (28 players) – but one player collected half of the wins there; without that player, it's 47.9%.
Things look better in the USA: at the US Masters (64 players), five lists took 14 wins, 6 draws and 10 losses (56.7%), and two finished in the top ten. The Data & Dice efficiency model puts the Salamanders in 8th place – but that's a simulation without synergies.
The unit ratings come from twenty fourth-edition lists covering the whole season, from March to September – the July update changed neither the Salamanders' points costs nor their rules. Of the six best lists, two were put together by the same player, and two more by a second player. That inflates the counts for Ylatar, the Herald, Tyrants and the Battle Captain on a Rhinosaur.
Hence the B-. The good results come from a single list skeleton – nine "fire" lists (at least two units of Fire Elementals, no Fire Drake, Rhinosaurs or Firebrand) scored 58.8%, the other eleven 38.3%.
A few rules to start with
- Traits. Flamebound: Unblooded, Primes, Kaisenor Lancers, Corsairs and Ceremonial Guard – Rekindle and Cleansing Flame work on them, and the mages' Fuel for the Fire works next to them. Elemental – Ember Sprites, Fire Elementals, Scorchwings, the Greater Fire Elemental and the Phoenix; they count towards Z'akke's Elemental Spark. Ghekkotah – Warriors, Hunters and the Slasher.
- Orders. The Salamanders have four of their own:
- Rekindle (3+) – Flamebound only: Lifeleech (+n), where n is the number of successful dice. A Warlord gets it off 96% of the time, for +2.1 on average; a Champion 89%, for +1.5.
- Cleansing Flame (4+) – Flamebound only: Fireball (n+2) this turn. Warlord 88%, for almost two damage against Defence 4+ on average; Champion 75%. Thanks to this order, Primes, Ceremonial Guard and Unblooded get to shoot.
- Shield of Kthorlaq (4+, two dice must succeed) – +1 to Defence (to a maximum of 6+) until the start of the unit's next turn. Warlord 50%, Champion 25%; with the Banner of Command – 69% and 50%.
- Will of the Ancients (4+) – +1 to Speed, but no charging this turn. Warlord 88%, Champion 75%.
- Unlocks. Hraath makes Fire Elementals Regiments Core, the Clan Lord does the same for Regiments and Hordes of Ceremonial Guard, Firebrand for Corsairs Regiments, and Artakl for Ghekkotah Hunters Regiments. The Clan Lord on Fire Drake makes Rhinosaur Cavalry Specialist, and the Clutch Warden lets a Horde of Ghekkotah Warriors grow into a Legion (+30).
- Surge is the engine. Fire Elementals, the Greater Fire Elemental and Ember Sprites have Shambling. A Mage Priest's Surge (8) moves them four inches on average, and Surge (5) from the Tome of Darkness two and a half. All the best lists had a source of Surge; the lists without one scored 37.9%.
Warlords
Model photos: © Mantic Entertainment Ltd. Images used with permission.
Clan Lord — C

155 points: five attacks on 3+ with CS (2), Defence 5+, Nerve 15+, Individual, Inspiring, Rallying; a Kaisenor Raptor for 25 (Speed 8). Ceremonial Guard Regiments and Hordes in this hero's battalion are Core.
How to play him: as a cheap Warlord for a wall of Ceremonial Guard. The Clan Lord alone, though, does just under three damage against Defence 4+, while Ylatar, for 15 points more, hits twice as hard and heals the Elementals. One list – 131st at CoK (2–0–4).
Ylatar — A
170 points, a unique unit: five attacks on 3+ with CS (2) and Blast (2), Defence 5+, Nerve 16+, Individual, Inspiring, Aura (Iron Resolve (+1)).
How to play: as the Warlord in the middle of the block. Fire Elementals and Hordes of Primes within 6 inches recover a point of damage after every Nerve test that leaves them Steady, and a Horde of Primes with the Aegis of the Elohi (15) recovers two. In combat, Blast (2) gives over five damage against Defence 4+, more than any other foot hero manages. No Rallying, though. Seven lists from four players, four of the six best. As a unique unit, this hero can't take an artefact.
Hraath Flamespitter — B+
Hraath is a former gladiator. His brood was wiped out in a great battle, and he himself was kept for years as an arena slave. When he regained his freedom, he had nowhere left to go back to – so he does the only thing he knows: he fights.
180 points, a unique unit: six attacks on 3+ with CS (2) and Vicious, Defence 5+, Nerve 14+, Individual, Iron Resolve (1), Rallying and Fireball (4) included in the price. Fire Elementals Regiments in his battalion are Core.
How to play him: for the unlock – two Regiments of Fire Elementals as Core mean more hammers without taking up Specialist slots. On his own, he does almost four damage in combat and two with his Fireball. He has no Inspiring, though, so a Herald or a Mage Priest has to stand nearby. He's best as the Warlord of a second battalion, as in the list that came 29th at CoK. Five lists, two at the top.
Firebrand — C+

Firebrand is a legendary corsair. Tales of her exploits go back centuries, and she herself can vanish for years and then return in spectacularly explosive style. Whether it's still the same person, nobody knows – it's quite possible that when one dies, the next takes up the mantle.
185 points, a unique unit: five attacks on 3+ with CS (2) and Duellist (D3), Shooting 4+, Defence 5+, Nerve 15+, Fearless, Individual, Inspiring, Aura (Elite – Corsairs only) and a pistol at 12" with Piercing (1). Corsairs Regiments in her battalion are Core.
How to play her: as the commander of a Corsairs line – with her aura, a Regiment shooting after a Halt! does almost five damage against Defence 4+ instead of four. For 185 points, that's not enough: the three lists with Firebrand and four units of Corsairs finished CoK in 78th, 128th and 138th place. As a unique unit, she can't take an artefact.
Clan Lord on Fire Drake — C+

300 points, Titan hero: Speed 10, Fly, fifteen attacks on 4+ with CS (2), Shooting 4+, Defence 5+, Nerve 18+, Inspiring and Firebreath at 12". Rhinosaur Cavalry Troops and Regiments in this hero's battalion are Specialist.
How to play him: as a flying Warlord and a hammer – over six damage in combat against Defence 4+, over eight with the Brew of Sharpness (45), and after a Halt!, Firebreath adds five. Except that this means Melee 4+ and plain Inspiring for 300 points, and the six lists with this unit scored 40%. One list at the top – 8th at COGS; the same list came 123rd at CoK.
Rakwas — C
305 points, a Titan hero and a unique unit: Speed 7, twelve attacks on 3+ with CS (2), Shooting 4+, Defence 5+, Nerve 19+, Iron Resolve (2), Very Inspiring, Aura (Vicious (Combat)) and Firebreath at 12".
How to play: Very Inspiring and a Vicious aura – with that aura, a Regiment of Tyrants does almost fifteen damage against Defence 4+ instead of twelve and a half. Except that Fire Elementals, the Greater Fire Elemental and Ghekkotah Warriors already have Vicious in combat, and 305 points in a single model with Defence 5+ is a lot. One list – 105th at CoK (2–1–3). As a unique unit, this hero can't take an artefact.
Champions
Herald — A-
95 points, limit [2]: Defence 5+, Nerve 12+, Individual, Very Inspiring, Yielding; a Kaisenor Raptor for 15.
How to play him: as the cheapest Very Inspiring in the army and a second movement engine – with the Tome of Darkness (20), the Herald gets Surge (5), which moves an Elemental two and a half inches on average. Five of the six Heralds in the lists were played that way. The Herald's place is behind the Warriors and the Primes, placed so that the 9 inches also reach the Elementals. Six lists from three players, three at the top.
Mage Priest — A+

Mage-Priests are the most respected of the reptiles – they are consulted on matters of government, diplomacy and war, and only they can speak with the elements at the heart of the earth. Most of them are salamanders, but Arkosaurs and Ghekkotah have also been seen in a mage's robes.
95 points, limit [2]: Defence 5+, Nerve 12+, Individual, Inspiring, Yielding, Fuel for the Fire; a Kaisenor Raptor for 15. Spells: Fireball (5) for 30, Bane Chant (3) for 30, Heal (3) for 15, Surge (8) for 30 and the Arcane Library.
How to play him: the Mage Priest is the army's engine. Surge (8) for 30 moves Fire Elementals four inches on average, and even further next to a Flamebound unit (Fuel for the Fire). Second spell: Blizzard (4) for 40 – almost three damage from 30 inches – or Heal, ideally with the Shroud of the Saint (25), which makes it Heal (5) and two and a half damage removed per turn. The Banner of Command (20) if the Mage Priest is to issue Shield of Kthorlaq. The best lists usually had one Mage Priest, not two.
Fifteen of the twenty lists, five of the six best.
Battle Captain — B

115 points, limit [2]: three attacks on 3+ with CS (2), Defence 5+, Nerve 13+, Individual, Inspiring; a Raptor for 15, a Rhinosaur for 45 (Speed 7, six attacks, Nerve 15+, Brutal (1), Fearless, Thunderous Charge (1), no Individual).
How to play him: only on a Rhinosaur (160) – fast Inspiring that is also Fearless and does over three damage on the charge. On foot, it's a waste of points. Five lists, two at the top – both from the same player, on a Rhinosaur. Artefact from the lists: the Blade of Slashing (5).
Ghekkotah Clutch Warden — D

145 points, limit [2]: Speed 7, four attacks on 3+, Shooting 4+, Defence 4+, Nerve 12+, Individual, Inspiring (Ghekkotah only), Pathfinder, Scout, Stealthy, Vicious and blowpipes at 18". With this hero, a Horde of Ghekkotah Warriors can become a Legion.
How to play: Inspiring for Ghekkotah only and a Legion of Warriors, for 145 points – while a Herald, for 95, gives Very Inspiring to everyone. None of the lists included one.
Artakl — C+

Artakl was an ordinary huntress from the jungles around the Three Kings, until it turned out that she could vanish into the shadows of the battlefield. When the Green Lady asked the Mage-Priests and Clan Lords for help, she was the one chosen – and the story of how she won the Eye of the Abyss already sounds like a myth in the jungle nurseries.
180 points, a unique unit: Speed 7, five attacks on 3+, Shooting 3+, Defence 4+, Nerve 13+, Duellist (2), Slayer (3), Individual, Inspiring, Pathfinder, Scout, Stealthy, Vicious and a blowpipe at 18" with Piercing (1). Ghekkotah Hunters Regiments in her battalion are Core.
How to play her: Shooting 3+ is the best accuracy in the army (the Skylord has the same) – over three damage against Defence 4+ after a Halt! – and, in combat, a hunter of monsters and heroes. Nobody used the Hunters unlock. Only one player fielded her, in two lists, and then dropped her. As a unique unit, she can't take an artefact.
Z'akke — B+

Z'akke is a Mage-Priest of the Lava Tail clan who, as an adventurer, gained enough influence to bring Basilea's help to his ailing clan. Gentle and thoughtful day to day – but when the good and the needy are threatened, he's quick to anger.
180 points, a unique unit: D6 attacks on 4+, Defence 5+, Nerve 13+, Individual, Inspiring, Fuel for the Fire, Elemental Spark, Conflagration of Pain, Fireball (6) and Bane Chant (2) included in the price; the Arcane Library.
How to play him: as powerful shooting from spells. Fireball (6) with Piercing (1) does four damage against Defence 4+, and with two Elementals within 6 inches (Elemental Spark) and a Flamebound unit nearby (Fuel for the Fire) – over six. The Bane Chant included in the price gets the same extra dice. So he stands between the Fire Elementals and the Horde of Primes. Three lists, two at the top. As a unique unit, he can't take an artefact.
Ghekkotah Skylord — C+

165 points, limit [2]: Large Cavalry, Speed 10, Fly, four attacks on 3+, Shooting 3+, Defence 4+, Nerve 13+, Inspiring, Pathfinder, Thunderous Charge (1), Vicious and Firesparks at 18".
How to play: flying Inspiring – but four attacks, meaning two damage on the charge, and Defence 4+ for 165 points, without Individual. Four lists, all at CoK, between 99th and 138th place.
Core
Ghekkotah Warriors — S

Troop (Aux) 60, Regiment 80, Horde 130. Melee 5+, Defence 3+, Pathfinder, Vicious (Combat), Ghekkotah. With a Clutch Warden, the Horde can become a Legion.
How to play them: an 80-point Regiment is US 2, Core for the unlocks and a screen in front of the Fire Elementals and Tyrants – and Pathfinder takes the Regiment through woods. They won't hit hard (two damage), and with Defence 3+, they won't last long. Almost always a Regiment – 46 of the 47 units were played that way. An artefact would be a waste of points.
Fifteen of the twenty lists and five of the six best, usually with three or four Regiments. The lists with them scored 49.3%, those without 37.0%.
Salamander Unblooded — B-

Troop (Aux) 80, Regiment 110, Horde 180. Heavy Infantry, Melee 4+, Defence 4+, Thunderous Charge (1), Wild Charge (D3), Flamebound.
How to play them: only as a Horde and only on the charge – ten damage against Defence 4+, then just seven and a half. With Defence 4+, they soak up everything that flies their way, and a Horde of Primes, for 25 points more, holds out much longer. Artefact from the lists: Fire-Oil (5), for regenerating enemies. Three lists, one at the top (29th at CoK).
Salamander Primes — A+

Troop (Aux) 100, Regiment 125, Horde 205. Heavy Infantry, Melee 4+, Defence 5+, CS (1), Flamebound; the Horde has Nerve 24+.
How to play them: only as a Horde – an anvil with Defence 5+ and Nerve 24+ that does over eight damage against Defence 4+ every turn. The Horde stands in the middle, next to Ylatar, and in combat, Rekindle heals it. Artefacts from the lists: the Aegis of the Elohi (15) – next to Ylatar, that's Iron Resolve (2) – or Hann's Sanguinary Scripture (10), which heals even more together with Rekindle.
Thirteen lists, eleven Hordes, five of the six best.
Ember Sprites — B-
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75 points: Troop (Aux), Large Infantry, Height 1, Melee 5+, Shooting 5+, Defence 3+, Fearless, Shambling, Vicious, Elemental and Embersparks at 12".
How to play: as chaff that doesn't run away – Fearless for 75 points, and with Height 1, they don't block the view of taller units behind them. They have Shambling, though, so on their own they can't keep up with a fast opponent. Three lists – all from the same player.
Kaisenor Lancers — B-

Troop (Aux) 125, Regiment 185. Cavalry, Speed 8, Melee 4+, Defence 5+, CS (1), Thunderous Charge (1), Flamebound.
How to play them: the only cavalry in Core – a Regiment does over eight damage against Defence 4+ on the charge. At tournaments, though, they've done poorly: the lists with Lancers scored 37.2%, and all five such lists at CoK finished in the bottom half of the table. If they're taken at all – a Regiment, on a wing next to the Elementals.
Specialists
Ghekkotah Hunters — D
Troop 115, Regiment 145. Speed 7, Melee 5+, Shooting 5+, Defence 3+, Feint, Pathfinder, Scout, Stealthy, Ghekkotah and blowpipes at 18" with Vicious (Ranged); bows at 24" for 5 or 10.
How to play: ten blowpipes without Piercing – just under three damage against Defence 4+ after a Halt! – and Defence 3+ for 145 points. Corsairs, for 140, shoot with Piercing and hit in combat. Nobody took them.
Corsairs — B-

The corsairs are marines made for boarding actions and raids – they're famed for lightning strikes on smugglers, pirates and slavers. Women rarely fight in the Salamanders' army, but among the corsairs they're a common sight.
Troop 110, Regiment 140. Heavy Infantry, Melee 4+, Shooting 5+, Defence 4+, CS (1), Corsair, Flamebound and Firelocks at 18" with Piercing (1).
How to play them: the army's hardest-shooting infantry – after a Halt!, a Regiment does four damage against Defence 4+, and just as much in combat. As Flamebound, they also get Cleansing Flame. Except that the Corsairs line with Firebrand did poorly, and the best lists didn't include them. One or two Regiments to finish off damaged units – yes; the backbone of a list – no.
Ceremonial Guard — B

Troop 115, Regiment 150, Horde 245. Heavy Infantry, Melee 4+, Defence 5+, CS (1), Headstrong, Phalanx, Flamebound. With a Clan Lord in the battalion, Regiments and Hordes are Core.
How to play them: the Horde is an anvil with Headstrong and Phalanx – ten damage against Defence 4+ – but a Horde of Primes, for 40 points less, has the same Defence and Nerve. Artefact from the lists: Liliana's Tear (5), twice. Seven lists, each from a different player; one at the top (29th at CoK).
Ancients — C+
The Ancients are veterans who know that their time in Pannithor is drawing to a close – and that's why nothing frightens them any more. Their scales darken and stiffen as the fire inside them dies down, but in the line they stand like an anchor.
Troop 145, Regiment 185. Heavy Infantry, Speed 4, Melee 3+, Defence 6+, CS (1), Fearless, Rallying.
How to play: Defence 6+ and Fearless – an anchor that nothing will shift, with Rallying for the neighbours. Except that the Ancients won't shift anywhere either: Speed 4. A Regiment does over five damage. The lists mostly had Troops; the best lists didn't include them.
Fire Elementals — S

Sometimes sparks from the fiery pits of the Three Kings begin to merge. The Mage-Priests then bind them into one and breathe Kthorlaq's spirit into them – that's how Fire Elementals are born, beings of fire and lava.
Troop 140, Regiment 205. Large Infantry, Speed 6, Melee 3+, Defence 5+, CS (2), Fearless, Shambling, Vicious (Combat), Elemental.
How to play them: they're the army's hammer – every turn, a Regiment does over ten damage against Defence 4+, and over six even against 6+. They Advance behind a screen of Warriors and get into combat on a Surge. Always a Regiment, usually two, sometimes four. Artefact: the Blade of Slashing (5) – cheap, and it's enough.
Sixteen of the twenty lists, 35 Regiments and all the best lists.
Tyrants — B+

The war with Winter almost wiped out the Tyrants – only a handful survived, but their numbers are growing again. They look like Arkosaurs, with the build of an ogre and the temper of an orc.
Troop 150, Regiment 235. Large Infantry, Speed 6, Melee 4+, Defence 4+, CS (2), Fearless, Wild Charge (D3).
How to play them: the army's biggest hammer – thirty attacks make twelve and a half damage against Defence 4+, and almost seventeen with the Brew of Sharpness (45). Except that, with Defence 4+, they draw all the shooting. Eight lists, but both of the ones at the top belong to one player (a Regiment with the Brew of Sharpness and a Troop); without that player, the lists with Tyrants scored 33.3%.
Support
Scorchwings — C+

Scorchwings are bird-like constructs of magma – excitable and quarrelsome. Many Ghekkotah hunters have tried to tame them, because such a mount is the ultimate trophy – provided all the fingers and toes survive the taming.
Troop 160, Regiment 235. Large Cavalry, Speed 10, Fly, Melee 3+, Shooting 5+, Defence 4+, Feint, Pathfinder, Thunderous Charge (1), Elemental and Firesparks at 18".
How to play: they fly fast, but a Regiment does just over six damage on the charge for 235 points, and without Shambling, Surge won't move them. Three lists, none of them at the top.
Rhinosaur Cavalry — B-

Troop 165, Regiment 235. Large Cavalry, Speed 7, Melee 3+, Defence 5+, CS (1), Brutal (1), Fearless, Thunderous Charge (2).
How to play them: on paper, a superb charge – ten damage against Defence 4+ and 5+, eight against 6+. In the lists, though, they do poorly: 39.2% with Rhinosaurs, 53.5% without them, and the two players with the best results didn't take them. Artefact from the lists: Sir Jesse's Boots of Striding (15), six times. Nine lists, one at the top.
Lekelidon — C+

105 points: Monster, Melee 3+, Shooting 5+, Defence 4+, Nerve 13+, US 2, CS (1), Height 3 and Caustic Spit at 18" with Piercing (1).
How to play: cheap US 2, but just under two damage after a Halt!, while a Komodon, for 35 points more, shoots from 36 inches and does more. Two lists, both low down the table.
Komodon — S

Komodons are living artillery – they lurk in high mountain passes, blending into the black rock, and spit poisonous bile from afar. Ideal firepower – provided they can be pointed in the right direction.
140 points, limit [2]: Monster, Speed 5, Melee 5+, Shooting 5+, Defence 4+, Nerve 13+, US 2, CS (1), Blast (D3) in combat and Bile Globbule – 36", Blast (D3+1), Indirect, Piercing (1).
How to play it: it's the army's staple shooting – from the first turn and from 36 inches, after a Halt!, it does three damage against Defence 4+. It shoots at screens and chaff ahead of the Elementals' charge, or finishes off damaged units. Usually two or three, and even four across two battalions. As a Monster, it can't take an artefact.
Fourteen lists, 28 models and all the best lists. The lists with a Komodon scored 50.0%, those without 37.9%.
Greater Fire Elemental — A-

225 points, limit [2]: Monster, Speed 6, ten attacks on 3+ with CS (3), Defence 5+, Nerve 18+, Fearless, Shambling, Strider, Vicious (Combat), Elemental and Fireball (4) included in the price.
How to play it: as a second hammer and a block in one – over six damage against Defence 4+ and 5+, Nerve 18+ and Fireball (4) on top. It has Shambling, so it waits for a Surge too. Nine lists, three at the top. As a Monster, it can't take an artefact.
Phoenix — C

180 points, limit [2]: Titan, Speed 8, Fly, three attacks on 3+, Shooting 4+, Defence 3+, Nerve 17+, Radiance of Life, Regeneration (4+), Elemental and Firesparks – ten shots at 18".
How to play: it flies, heals itself and its neighbours, and shoots for over three damage after a Halt! – but with Defence 3+ and three attacks, it won't hold anything. Three lists, all in the last quarter of the table.
Ghekkotah Slasher — B-

205 points: Titan, Speed 7, ten attacks on 3+ with CS (2), Shooting 5+, Defence 5+, Nerve 18+, Strider, Ghekkotah and a Sharpstick Thrower – two shots at 36" with Blast (D3) and Piercing (2); a Firedrake Spitter instead (12", Shooting 4+, twelve shots) for 15.
How to play it: a tough Titan for blocking – over five damage in combat against Defence 4+, Nerve 18+ and Strider. The shooting is a bonus. Three lists, one at the top (2nd at COGS). As a Titan, it can take an artefact – nobody gave it one.
How to play Salamanders
Five lists from the top
- Ylatar and fire (2nd at COGS, 3–0–0, 2300 points; 14 units, US 27, one battalion): Ylatar, a Battle Captain on a Rhinosaur, a Herald with the Tome of Darkness; three Regiments of Warriors, a Horde of Primes; two Regiments of Fire Elementals, a Regiment of Tyrants with the Brew of Sharpness and a Troop of Tyrants; a Greater Fire Elemental, a Komodon and a Ghekkotah Slasher.
- Ylatar, Z'akke and Hraath (29th at CoK, 4–0–2; 15 units, US 32, two battalions): Ylatar, a Mage Priest with the Banner of Command, Surge (8) and Blizzard (4), Z'akke; four Regiments of Warriors, a Horde of Unblooded with Fire-Oil, a Horde of Ceremonial Guard with Liliana's Tear, two Komodons; in the second battalion, Hraath, two Regiments of Fire Elementals as Core and a Komodon.
- Four Elementals (5th at Pride of the Shires, 2–0–1, 2400, and 7th at Battle Masters, 2–1–1, 2500 – the same player, two battalions): a Herald (with the Tome of Darkness at Battle Masters), Ylatar and a Mage Priest with Surge (8) – plus Blizzard (4) or Heal (5) with the Shroud of the Saint; four Regiments of Warriors, a Regiment of Lancers or Primes, a Horde of Primes with the Aegis of the Elohi; four Regiments of Fire Elementals and three or four Komodons. At CoK, the same base with a Mage Priest without Surge (8) – only the Herald's Surge (5) remained – finished in 94th place (2–0–4).
- Hraath and Tyrants (6th at Pride of the Shires, 2–0–1, 2400): Hraath, Artakl, a Battle Captain on a Rhinosaur, a Mage Priest with the Tome of Darkness and Blizzard (4); three Regiments of Warriors, a Horde of Primes, Ember Sprites; two Regiments of Fire Elementals as Core, a Regiment of Tyrants with the Brew of Sharpness and a Troop of Tyrants; a Greater Fire Elemental and a Komodon.
- Fire Drake and cavalry (8th at COGS, 2–0–1, 2300; 11 units, US 22; the same list came 123rd at CoK, 1–1–4): a Clan Lord on Fire Drake with the Brew of Sharpness, a Mage Priest with the Shroud of the Saint, Heal (5) and Surge (8), Z'akke; a Horde of Primes with Hann's Sanguinary Scripture, two Regiments of Lancers; two Regiments of Fire Elementals, a Regiment of Rhinosaur Cavalry with the Boots of Striding; a Greater Fire Elemental and a Komodon.
The common denominator: Fire Elementals, a Komodon and a source of Surge in all six of the best lists (the third entry covers two lists), and Ghekkotah Warriors in five. The first and the fourth were put together by one player, the third by another.
Game plan
- Deployment. Regiments of Warriors at the front as a screen, the Fire Elementals behind them, the Horde of Primes with Ylatar in the middle, the Mage Priest within 6 inches of a Flamebound unit and within 12 of the Elementals, and the Komodons at the back.
- First turns. From the first turn, the Komodons are ordered to Halt! and shoot at screens and chaff. The Elementals Advance behind the Warriors. Will of the Ancients when the heavy infantry needs to reach an objective.
- The clash. Surge carries the Elementals into combat – the Komodons then shoot at a different target, because the one the Surge carries them into won't take a Nerve test after the shooting anyway. Shield of Kthorlaq – when it goes off – goes on a unit that's about to receive a charge, and Rekindle on the Horde of Primes in combat.
- Endgame. The Regiments of Warriors (US 2) and the Horde of Primes (US 4) stand on the objectives.
What to be scared of
- Fast armies. The heavy infantry has Speed 4–5, and the Elementals won't speed up without Surge.
- Losing the wizards. Without the Mage Priest and the Herald with the Tome, there's no Surge – and the lists without it scored 37.9%.
- Shooting. Tyrants have Defence 4+, Warriors 3+.
- Temptation. Lists with a Fire Drake or Rhinosaurs scored 38.9%, those with Lancers 37.2%, and the Corsairs line with Firebrand 41.7%.
Small games
Up to 1000 points:
- Ylatar (170);
- a Mage Priest with Surge (8) (125);
- two Regiments of Ghekkotah Warriors (160) and a Regiment of Primes (125);
- a Regiment of Fire Elementals (205);
- a Komodon (140);
- Ember Sprites (75).
Exactly 1000 points in total and eight units. The other route is Hraath with two Regiments of Fire Elementals as Core, a Herald with the Tome of Darkness, a Regiment of Warriors, a Komodon and Ember Sprites – also exactly 1000. Rakwas, the Fire Drake and a Regiment of Tyrants take too big a bite out of such a small army.
Medium games
At 2000 points – the core of the best lists:
- Ylatar (170), a Mage Priest with Surge (8) (125), a Herald with the Tome of Darkness (115);
- four Regiments of Ghekkotah Warriors (320) and a Horde of Primes with the Aegis of the Elohi (220);
- two Regiments of Fire Elementals (410);
- a Greater Fire Elemental (225) and two Komodons (280);
- Ember Sprites (75).
1940 points in total and fourteen units. That leaves 60 – for example, for Blizzard (4) for the Mage Priest.
Big games
At 2300 points, the best bet is one of the three 2300-point lists described above (Ylatar and fire; Ylatar, Z'akke and Hraath; Fire Drake), and at 2400–2500 one of the other two. A second battalion only after four Core units in the first; in the 29th-place list at CoK, the second battalion is Hraath with two Regiments of Fire Elementals as Core and a Komodon. The list that came 5th at Pride of the Shires and 7th at Battle Masters had four Regiments of Fire Elementals, three or four Komodons and four Regiments of Warriors across its two battalions.
Pitfalls:
- Cavalry as the backbone. The Fire Drake, Rhinosaurs and Lancers look great, but the lists with them did poorly – the Fire Drake list that came 8th at COGS finished 123rd at CoK.
- A Corsairs line. With Firebrand and four units of Corsairs – 41.7%.
- A list without Surge. The Elementals stand still, and the result drops to 37.9%.
In fourth edition, the Salamanders are a one-recipe army: Fire Elementals on a Surge, Komodons at the back, Warriors on the objectives and a Horde of Primes in the middle. Those who stick to it mostly play in the top half of the table; those who reach for cavalry and corsairs usually end up in the bottom half. Kthorlaq's fire still burns – it's just a matter of knowing where to stoke it.
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