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I see that flamers are mostly looked down on as a waste of points, since realistically your only going to get 1 use out of them. But if you can position them right that one flamer burst can work out pretty well. For instance the 6 pt flamers on an Assault squad. With their 12" move you can line up pretty well before your Assault phase. Does this just not work out in practice?
Flamers on assault squads are brilliant if you are fighting armies with armour equal to the flamers AP. Orks and guard comes to mind...:yes:
I agree, I just reconfigured my list to include one yesterday. I have not tried it yet, but in theory it should be useful, as the jump pack makes the unit quite mobile!
Once a Marine, always a Marine.
sence when can you only use flamers 1 time? i haven't seen it say that anywhere.
All religion, my friend is simply evolved out of fraud, greed, imagination and poetry.
- Edgar Allen Poe
no you can use it multiple times but in a normal game if your assault squad shoots and attacks before it assaults its going to get stuck in for a bit. If you manage to get out of combat you rather consolidate into another squad to avoid fire. So in an average game the flamer is only used once or twice depending on the outcomes of assaults and consolidation.Originally Posted by Deathwing Master
yes flamers make their points worth if you torch 5+. DIE GENESTEALERS DIE!
Raven Claws Space Marine Chapter........2500 points
Waagh Rotskrag (in building process)
Member of the Fluffmaster Clan
Flamers are excellent on any fast moving unit (Assault squads, Bikers...you get the idea) - against any enemy.
Against those low toughness/poor save horde units, they wipe out swathes of 'em.
But even against Space Marines or 'crons, they will take out at least one model if you position the template correctly - and can possibly take out more.
This is why I believe the flamer is superior to the plasma pistol in these units. Realistically, you aren't going to get more than one shot with a plasma pistol either (and consequently, only one casualty regardless of toughness/save) - so why complain about it with the flamer?
The advantage of the plasma pistol is that it's a pistol; hence it counts as a second CCW. Means more attacks in close-combat.
Also it has higher strength and stuff, and can therefore be used against tougher creatures and even light and medium tanks.
But, as stated in previous posts, flamers wipe out masses of lightly-armored infantry...
"I have died a thousand deaths, and I will die a million more..."
The problem is comparative, firstly slow, foot slogger squads tend to struggle with flamers, opponents simply use their FA units to jump straight over flamer range and assault.
So really you are looking for fast units to give flamers too, this can give interesting options around troops with transports, at the extreme end of the spectrum SoB can zoom up in a rhino, leap out and out down 2 flamer and 1 heavy flamer with something akin to rending on all shots (including flamer wound rolls) at point blank range, this can get even worse through their faster units, eg, 5 flamers and a twin linked heavy flamer from their dominions.
but the really atractive bit for SM is in the asasult squad, the problem is that, as you point out, you use the flamer once, you use the marines A profile twice per turn for about half the turns, by replacing the eaxtra ttack with the flamer you do rather neuter him. As others have pointed out, when the flamer disposes of your opponents armour save, it is undoubtedly worth whilst (hence lighter troops statements) but against marines I dont think the maths are much differenet so it comes down to personnal preference
Everything you have been told is a lie!
Could it possibly be so that this is actually one of those few times it can really pay of to mix the weaponry? Two flamers may kill to many so you won't get the charge, one flamer is always good, add a low AP shot and you might have a killer-combo..? Or is it just a bad idea to mix? Just trying to think outside of the box here. :shifty: