i play salamanders myself so i can be of assistance..
first of all the rules for sallies are a bit more complex than just that..
vehicles have a special upgrade called Ceramite Armour, which ignores the +D6 on Armour Pen. Melta weapons get (this means Fusion guns and Meltabombs too).
They get Terminators for 5 points cheaper. When I play my Salamanders I bring a large unit of Termis all with Thunder Hammers... at iniaitive 3, its best to strike last and make sure you get the kill
To counter this attack with Howling Banshees (or just shoot them with Star Cannons).
If your opponent is smart, he'll have a Land Raider. Simply counter this with Bright Lance shots (en bulk).
Tactical squads can bring Multimeltas. A good Salamander player will bring one with each tact. squad and set up mini-fire bases in key positions. Multimeltas are great weapons against armour (and wraithlords!) so be on your guard.
If you're playing a mission (which you should be), the Salamander player may choose to fight an extra turn! Be aware of this, it has won games for me on several occasions, where I needed another turn to get my last attacks and positioning in.
Forget the whole -1 Initiative thing, it will never come into play (especially against I 4 and 5 Eldar). If the Salamander player is trying to engage you in close combat (and is smart), then he'll have Thunder Hammers anyhow.
"can take only 1 bike squad" that's not true at all... the rule says that they can only have 1 type of Land Speeder, there's nothing about bikes. Nothing about Assault Squads either but if your opponent brings assault squads in a sallie army, then he is probably a very dim witted opponent!
Wraithlords will not help in that battle! A smart sallie player has a ton of Thunder Hammers.. I myself use a 8 man Terminator squad.. they easily take down Wraithlords! Your Wraithlord needs 4's to hit and 2's to wound but the Terminators get a 4+ Invulnerable save from Storm Shields. When they attack back, they need 4's to hit and 4's to wound with no armour save.. even a single wound means you have to strike last next turn (Thunder Hammer rules).
The Salamander Mantle makes it so characters cannot be victim of "Instant Death" from double toughness weapons. You shoot a Chaplain with a Mantle with a Bright Lance and at most he takes a wound. (Barring that 4+ Invulnerable save!)
My advice as a Salamander player (and of course Eldar), is to try and outshoot him from a distance with Reapers.
Hawks, Spiders, Avengers and Scorpions will be all but useless. Dragons will be too close for comfort.
STAY BACK AND SHOOT. His effective range is 24" if he plays smart. If he's really smart there will be a bunch of Razorbacks with Lascannons (which are the primary target from a distance).