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To burn, or not to burn the heretic?

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To burn, or not to burn the heretic?

Postby reaver13 » Fri Sep 05, 2008 6:05 pm

So I'm noticing lots of people equipping flamers where ever they can in their army lists now. Seems a good choice with all the cover saves and all in 5th Ed. My question to you guys since you all have been playing years longer than me: Are flamers viable against MEQ? I'd say 50% of the players field MEQ armies in my area. With multiple tournies approaching this month and in October I'm looking to potentially make a change an incorporate flamers, but wanted you guys' input first. Thanks as always.


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Postby KInG » Fri Sep 05, 2008 6:17 pm

[I moved the thread to W40K forums and the best place I could think for this was here: Army List.]

As to your question, I like flamers in my general SM list for those horde armies. There's nothing like seeing hand fulls of orks in a wood being lifted off the table having been fried alive.

But there's a few things to consider about flamers:

Range. 8" range ain't gonna let you even fire at anything that is coming to assault you before you assault it. The only time you will use a flamer is when you are assaulting. Therefore if you squad is going to stand and shoot then take plasma or stick to bolter, that would be my thinking.

If you're gonna mount a squad in a rhino, then ok, drive up to your intended target, jump out and max your hits.

The up side of the flamer is that you don't have to roll to hit and as we all know, no cover saves.

In summary, there's nothing as good as a flamer... in the right situation...
(Ok, before anyone else get's it in 1st) except a heavy flamer :D
Last edited by KInG on Fri Sep 05, 2008 6:21 pm, edited 3 times in total.
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Postby Culven » Fri Sep 05, 2008 6:28 pm

I like Flamers in some units. I try to focus each unit on a specific goal. Units tasked with hitting poorly armoured light infantry often have one or two Flamers. even better is a Catachan Assault Squad with three Flamers and a Heavy Flamer. With only 7 guys, they can make a big hole in an enemy unit.
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Postby Drax » Fri Sep 05, 2008 6:29 pm

i play Sisters, so the flamer is very nasty combined with Divine Guidance - AP1 flamers anybody?
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Postby conscriptboris » Fri Sep 05, 2008 6:33 pm

meh, the only exp i have with SOB flamers is DOWSS, they are bad enough there so I would believe it on the board!

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Postby Culven » Fri Sep 05, 2008 6:33 pm

With Witch Hunters, I particularly like having models with Braziers of Holy Fire and Power Weapons/Stakes. Makes for an amusing assualt unit.
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Postby timewizard » Fri Sep 05, 2008 6:35 pm

KInG wrote:But there's a few things to consider about flamers:

Range. 8" range ain't gonna let you even fire at anything that is coming to assault you before you assault it. The only time you will use a flamer is when you are assaulting. Therefore if you squad is going to stand and shoot then take plasma or stick to bolter, that would be my thinking.

In summary, there's nothing as good as a flamer... in the right situation...
(Ok, before anyone else get's it in 1st) except a heavy flamer :D


I agree with KInG. In the hands of an assault unit flamers are hard to beat. I am working on a squad of bikers right now and plan to equip 2 of them with flamers. 12" move, flame the enemy, then assault. Crispy on the outside, juicy on the inside!

I am also planning to equip the bikes with melta bombs as a fast anti vehicle unit, but have to decide how I am going to attach them so they can be removed or hidden if I don't want to use them and can comply with WYSIWYG.

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Postby KInG » Fri Sep 05, 2008 6:38 pm

timewizard wrote:I am also planning to equip the bikes with melta bombs as a fast anti vehicle unit, but have to decide how I am going to attach them so they can be removed or hidden if I don't want to use them and can comply with WYSIWYG.

TW


i painted them up for a tourney and just blue tacked them on for the few games they were needed.
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Postby timewizard » Fri Sep 05, 2008 6:40 pm

Doh! :oops:
Once again the simplest solution cannot be found by my cluttered mind!
Thanks KInG!
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Postby Drax » Fri Sep 05, 2008 6:40 pm

its my understanding that grenades don't need to be represented even at tournys - is that not so?
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Postby ruffian4 » Fri Sep 05, 2008 6:46 pm

Ha ha ha ha hee hee hee.

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I don't like flamers.
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Postby LordMalekTheRedKnight » Fri Sep 05, 2008 6:48 pm

Drax wrote:its my understanding that grenades don't need to be represented even at tournys - is that not so?

each event could have its own rules regarding WYSIWYG - there is no general standard that applies to all tournaments.

TW: have you thought of putting hooks on the models (like, on their belts, or behind the saddles on the bikes) and then just hooking the Meltabombs on by their handles when you want to use them?

as to Flamers, here is another use that hasnt been mentioned:

counter attack.

keep a unit with Flamers in your lines, and if one of your squads ever gets taken out in combat, the attackers will be left all nicely bunched up and within range for you to roast them. :twisted:

other than that, i agree that you need mobility to get the most out of them.

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Postby timewizard » Fri Sep 05, 2008 7:00 pm

LordMalekTheRedKnight wrote:TW: have you thought of putting hooks on the models (like, on their belts, or behind the saddles on the bikes) and then just hooking the Meltabombs on by their handles when you want to use them?

More food for thought! Cheers for that!
LordMalekTheRedKnight wrote:as to Flamers, here is another use that hasnt been mentioned:

counter attack.

keep a unit with Flamers in your lines, and if one of your squads ever gets taken out in combat, the attackers will be left all nicely bunched up and within range for you to roast them. :twisted:

other than that, i agree that you need mobility to get the most out of them.

~ Tim


Makes having a squad with flamers holding an objective a viable tactic. They would need to be supported somehow. What about a 5 man squad in a rhino on the objective, with a 5 man flamer squad behind them in support? If the rhio gets taken out it becomes difficult or dangerous terrain slowing attackers who still have the flamer squad to contend with. If they assault the rhino, the flamer can move around it and get a good line of fire on the attackers. What do you think?
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Postby Drax » Fri Sep 05, 2008 7:07 pm

it'd probably work, but you are tying up two units on one objective for a "what if".

they'd be better in a rhino themselves darting about using the fire points
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Postby LordMalekTheRedKnight » Fri Sep 05, 2008 7:15 pm

i was thinking maybe more about 2 Combat Squads supporting eachother - one with Sgt & Flamer, one with heavy weapon. the heavy squad stands and takes the charge, the other squad moves in flames the attackers afterwards (or charges in to help out if their comrades survive). :)

or maybe an IG Command Squad w/4 x Flamers and a Power Weapon (cheap Ld booster to nearby units), sitting in amongst some infantry squads. sure the enemy can charge a 10 man squad, but then they get 4 simultaneous Flamer Templates on them next turn. :twisted:

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