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Anyone here like the missile launcher/flamer combo for marines they have with the box sets? Ive heard some people hate them and rather do some other heavy weapon if none at all and wish you could do 2 flaemrs or meltas like CSM.
Well, a missile launcher and a flamer is a solid choice for a tactical squad as it's both good against infantry and tanks. For the AOBR box this is a solid pick, but anyone is free to tweak it according to their own needs.
"Fear not and look up to the sky for salvation, for we have entered orbit."
Blood Angels 2nd Grail Guard Company
I like the flamer/missile launcher combo. Especially with the new combat squad rules in the forthcoming rulebook. Also, the flamer ignores all cover saves and will hit everybody the template touches. I manage to get 9 out of 10 Pathfinders tonight under one template. Only manage to kill 7 though, but it was a beautiful thing still. The flamer is under-appreciated. Also, the missile launcher under the new rules is very versatile.
In the new codex, the flamer/missile launcher special weapon/hvy weapon is actually free with the purchase of a ten men marine squad.
I prefer the plasma gun or meltagun/missile launcher combo myself, but it's just personal preference.
In large enough games, I field a melta/missile combo along side a flamer/missile combo. Flamers are wonderful for clearing out units in cover before assaulting, while the melta is good for hitting mechs before assaulting.
I do occasionally field a plasma gun instead of a flamer, but that usually ends up in tears on my part - plasma guns kill my own men first time every time. It's just my traitor dice (again)!
My first two tac squads are going to be flamer/ML(AoBR) and melta/ML.
"Science has made us gods even before we are worthy of being men." - Jean Rostand
I think the flamer was a terrible weapon to give to a model that can only move 6". Now that space marines have the ability to run, they can position themselves better to use the flamer on subsequent turns, but they obviously can't use it on a turn when they run. All in all, I don't prefer the flamer due to it's low AP, but being able to hit more targets (No rolling for partial hits anymore) has certainly improved them. I now use a few flamers, but still mostly on jump-pack troops...
Last edited by 4theEmperor!; September 20th, 2008 at 20:52. Reason: typo
Once a Marine, always a Marine.