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do you drop them in close to breath range and hope for the best or behind cover then fly across next turn? Also, what is the best setup when deepstriking to get as many flamer templates as possible?
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As for the proper way to place your deepstriking models, you must place them in a base-to-base circle around the original deepstriker model. Let's say you field a 4-model flamer unit, it'll look something like this :
...basically, deepstrking them in a line is wrong ;)
The best set-up is a bit tricky since you'll almost never be able to use all your flamer templates for all your Flamers daemons in the turn they comes in play. In your example, you're using 4 Flamers in your unit, so I'll put 3 of them on the front, toward the enemy unit you ant to shoot... that'll prevent the 4th model to fire his flamer template (the original deepstriker (M in your example) but keep in mind that he can still fire their Warpfire! (same attack as the Pink Horros, which isn't that bad in itself)). That'll be true for most "extra" Flamers that can't get their template over a enemy unit without the template covering a friendly model.
I take 3 and drop them close to a big beefy, flammable unit and fire away until there's nothing left. The flamers die, of course, but not before putting a big hurt on an expensive unit. This works out even better if there's an icon nearby.
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I've always interpreted the rules for deep striking to mean that they must all be in the same inner circle but not necessarily in consecutive places
eg until a ring is full they can go anywhere in that ring that touches the previous ring
This means that for a squad of 3 models they can indeed go in a line and for a squad of 4 they can go as shown in the attached diagram which should allow them all to use template weapons
A closer inspection of the rule in question says they must be placed "in a circle around [the original model]." This doesnt say that they must be placed spiraling around in each ring. If someone was going to argue it, it seems like they would have to be evenly spaced in each ring if anything.
I use 3 units of 3 flamers and try to use them in the second wave of arrivals.
I have one icon in the army and if enemy troops have approached it then flamers arrive within 6" to place the templates of doom.
If a good deepstrike point near an icon isn't there then I will deepstrike behind a line of troops or some cover and sit out a turn relying on the jump infantry ability to get a better shot next turn. If there are valuable enemy concentrations I may even risk deepstriking normally close to them and hoping for a hit or at least a small scatter. Obviously they sometimes die or scatter a long way and have to resort to using warpfire.
I always deepstrike in a line 3 accross and nobody has objected so far. If they do a triangle of flamers with the point towards the enemy centre will allow you to get all 3 shots in.
Quorn! - Protein for the Protein God.
in an 'ard boyz tourny where "expensive" units are commonplace, should i go aggressive and drop flamers to where they can inflict the most pain and probably die to fire/charge next turn or slowly approach the targets? seems against mech tau i have to get rid of their shooting asap and flamers can probably do the job...
And a side question... if i flame a battlewagon with orks on it, do the orks get hit too if undertemplate? that would be so sweet since they would be so clustered there
Another side question... what units/models SHOULDNT the flamers go for? I havent been playing against many races so if there's some model that flamers wont do much i would like to know. Also, would you choose a group of infantry over a tank/vehicle or go for the vehicle or just whichever more expensive?
Last edited by shaselai; September 9th, 2008 at 17:48.
i think i need all the luck i can get especially i have never played against some of the armies i will be seeing... I know i dont like to play against Tyranids... they are so fast and great in combat- better than daemons many times and they have great shooting too.
As for flamer targets... I have to agree with spaar. Prioritize the enemy's more deadly units over their higher pt cost ones. Points no longer affect victory conditions, but an extremely deadly enemy unit can really screw over your plan.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
If you can get into early CC with Tyranids you don't have a whole lot to worry about. Point for point and even just model for model, Tyranids seem nasty but they only win overall in CC through sheer weight of attacks. Deny them the charge and with their poor armor saves you'll be killing the little guys in droves. Even the big MC's will go down to a good group of Bloodletters. 2+ armor doesn't mean much when you don't get it.
The biggest problem you'll have against almost any army is surviving the shooting. Most players know enough by now to stay out of CC against daemons as much as possible. So focus on getting there and using your flamers and other shooty to keep the opponent off balance and distracted while you bring your heavy hitters up to take care of them.