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OK, a couple of days ago, a thought hit me square in the face like a big iron fist.
Why, when the majority of the chaos forum uses rhino bourne troops, do we not use flamers frequently? The whole tactic with the rhino squads is to pile out within rapid fire range of the enemy unit and blast them to pieces with bolters and special weapons then jump back in a go elsewere, why not use flamers, they are guaranteed to hit, causing multiple wounds and saves. We use a heavy flamer in the massively popular Karmoon specail, would two flamer templates not compliment 16 bolter shells?
Are plasma and meltaguns just to adaptable to the diverse situations on the board, like hunting higher T value and 2+ armoured troops or hunting tanks?
Are flamers to weak and short range to be of use?
So tell me, why do you use/not use flamers. Will you consider using flamers in the future?
The big problem with flamers is that they are realy effective at short range, and to hit a good number of models, you need to be inside 4" of the targeted squad. But when your intent is to assault the squad your are shooting at, flamer could pose a problem since they usualy fry enough models for your opponent to prevent you from assaulting. Meltas will only kill max 1 models per meltaguns in the squad so assault is still possible. Plasma guns will prevent you from assaulting at all.
CHAOS Undiv.: won 14/22 games EC: 4/7 WE: 6/9 DG: 10/15, TS: 3/7 Orks : 13/20 SM NL : 1/6 TAU: 14 of 24 IG: 3/7
One of my favourite units is the 5 man havoc squad armed with 4 flamers and mounted in a rhino. At only 130 points it makes a fantastic way to deal with Ork mobs, swapms and large units of anything that doesnt have 3+ armour. Even against marines you can drive the taxi of death to the side of a tactical squad that happens to be bunched up a bit. The flamers can get 8 or more hits each in addition to one rappid fire bolter. This can easily kill 6 MEQs in a turn.
The new 5th edition rules mean cover saves are more common and the flamers from the same unit do not have to be worked out one at a time. Just tally up all the hits and remove models from anywhere in the unit even if they are out of range.
Combi flamers can be added to the rhino and if you are feeling really extravegant ,kit out a unit champion with combiflamer too.
Imperial guard can do this for a very reasonable amount of points. 1 chimera with 1 heavy flamer and a platoon command unit with 4 flamers.
Quorn! - Protein for the Protein God.
A standard in my lists is 10 CSMs with 1 flamer, 1 melta and a powerfist. They can take on pretty much anything.
"Science has made us gods even before we are worthy of being men." - Jean Rostand
My own standard troop choice is the triplas squad--two plasma guns, one plasma pistol. Once the Rhino gets them into position my Marines are too busy running and gunning to go for another ride. Besides, I have too many jobs for my Rhino to waste it on transport duties all game long. They block charge lanes, screen my troops, block in Land Raiders, act as decoys, dakka with two combibolters and generally get stuffed up my opponent's nose. Flamers are most useful when issued to Raptors in my experience, assuming I ever bring them again. Dangerous terrain tests on landing and takeoff? I swear GW does such things just to spite me.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I love the concept of Flamers, but in practical use their range is much too short in most instances. I have in general switched to using Melta guns only as my special weapons. The only place I use any flamers is in my Combi-melta Termie squads.