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Made in us
Widowmaker






Syracuse, NY

Just an FYI, flamers are stupid powerful now if you stack them up in a single squad. For the extreme example, consider 15 burna boyz in a battlewagon. Consider that battlewagon gets close enough to an enemy unit to allow just 4 hits from a flamer template. Consider how much damage 60 S4 ap5 hits would do to anything.


   
Made in de
Screamin' Stormboy





This is soo true!
My 2000pts list contains a battlewaggon with 14 burnaz and one mek.
wasn't able to try it out yet though, but I'm looking forward

This message was edited 1 time. Last update was at 2008/07/20 20:15:33


 
   
Made in us
Dominar






Running guardsmen with flamers is the new black .

Seriously, template weapons are going to see a huge rise in popularity. I pulled 10 flamer guardsmen off the shelf for this weekend and they made their points back in the first turn that they let loose. Likewise Hellhounds are practically instant win against Ork Hordes, especially if screened by chimeras.
   
Made in us
Tunneling Trygon





Aren't Flamers pretty much the same they've always been?



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Made in gb
Mekboy Hammerin' Somethin'





Spreading the word of the Turtle Pie

Yeah, their rules are the same BUT ignoring cover saves is awesome with nearly everything getiing cover saves now, due to screen.

But the new fact you work out how many hits you get fo the whole uint THEN removing models is very useful.

This message was edited 1 time. Last update was at 2008/07/20 20:48:11


   
Made in us
Imperial Agent Provocateur




Missouri, USA

Phryxis wrote:Aren't Flamers pretty much the same they've always been?


Yes, but the game has changed around them. More cover saves and no consolidation into new units.
   
Made in us
Dominar






The fundamental mechanics of flamer usage have changed considerably in 5e. They are still short range auto-hit weapons, but with the removal of consolidation into new combats, flamers are now much more effective because assaulting troops are forced to ball up in front of ranked squads instead of just working down the gun line. This creates many opportunities for flamers to hit 6+ models throughout the game whereas before you'd get maybe one shot off, with one rank, and then consolidations would take everything else down with no shooting allowed.
   
Made in us
Widowmaker






Syracuse, NY

A single flamer is only slightly better than before (ignore cover saves, assaults leave people hanging). But a single unit with multiple flamers is now much much much more powerful.

   
Made in us
Sinister Chaos Marine



SC, USA

One thing they have done to nerf flamers is that they no longer hit every unit inside bunkers. Instead, IIRC you have to attack the building, hope for a forced disembark, and then you can shoot at the troops inside. Not nearly as cool.

Even before 5e, I had a CSM squad with two flamers. This unit is accompanied by a LoS socerer. If you think multiple flamers is hot, try having multiple flamers and the ability to group enemy squads into a flamer-template shaped formation
   
Made in gb
Stalwart Space Marine






Doncaster

yeah when i combine 4 flamers and 2 combiflamers in my sisters of battle mounted in a immolator with a twin linked heavy flamer its really nice and with the addition of my faith points making ap1 hits when rolling 6s to wound with o cover saves really quite horrible

Salamanders 4500pts
Dark Angels 3rd Company
Imperial Guard 3000pts
Tau Empire 3000pts
Tree Sprits 2400pts
Menoth 100pts
Trollbloods 100pts 
   
Made in ca
Decrepit Dakkanaut





It certainly makes for a more interesting choice between flamethrowers and whatever other options a unit has.

Combi-weapons, for example.
   
Made in us
Lurking Gaunt




This is one of the reasons why I think Sisters are going to prove to be one of the best armies of 5th, without a doubt. They can spread more flamers through their lists than anyone off the top of my head.
   
Made in us
Ruthless Rafkin






Glen Burnie, MD

Flamers did have a significant rules bump. Sourclams made reference to it. It used to be that a unit with multiple flamers had to resolve each template in sequence, ie, lay one down, wound those hit, make saves, remove casualties, repeat.

Now, all templates are laid down, hit are counted for each template, and then wounds are rolled. Before, casualties taken from a prior template might reduce the power of each successive template. Not now.



-Loki- wrote:
40k is about slamming two slegdehammers together and hoping the other breaks first. Malifaux is about fighting with scalpels trying to hit select areas and hoping you connect more. 
   
Made in us
Bush? No, Eldar Ranger





San Francisco

Flamers (i.e. all template weapons) still hit all units in a building. See the section on attacking buildings.

Going to try 10 Storm Guardians with 2 flamers and a destructor Warlock. (Str 5 AP 4 too)

Or how about 10 warlocks, on bikes, with destructor?

He's not going to kill the Falcon anyway, it's built from magic fairy wings and dreams. -- Phyraxis 
   
Made in gb
Stalwart Space Marine






Doncaster

yeah sounds good i'm also playing round with:
eldrad
x4 warlocks with destructor
x1 warlock with enhance
in a falcon
so you can doom a unit fortune your own and doom a second for another unit to shoot.
x4 heavy flamers with RR to wound and are WS5, I5 with RR on failed saves very hard to budge.

Salamanders 4500pts
Dark Angels 3rd Company
Imperial Guard 3000pts
Tau Empire 3000pts
Tree Sprits 2400pts
Menoth 100pts
Trollbloods 100pts 
   
Made in se
Fresh-Faced New User




They are good now, but you still can't go over the top with 15 of them in a unit like someone suggested. Well, you can, but its going to be hard to use. The templates are not allowed to touch any friendly model when you place it (except for the one using the flamer of course). This means its going to get really hard to fire of 15 of them at once. It woud take some real carfull possition of your troops, and even then 15 seems tough.

However, four or so should be no problem.

This message was edited 1 time. Last update was at 2008/07/21 14:48:48


 
   
Made in us
Widowmaker






Syracuse, NY

15 in an open topped vehicle works splendid. Templates come from the hull!

   
Made in us
Battlefortress Driver with Krusha Wheel






I dont think the idea with the orks is so much oooh look I can hit you with 15 flamers at once. I think the idea is sweet I actually have enough left alive after crossing the board to USE my flamers.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Ancient Chaos Terminator




South Pasadena

Besides, Burna boys should only be bought in 2 sizes; 15 man or 0 man. The mob rule is too important to not maximize the size of your Ork units. 225 points well spent.

 
   
Made in se
Fresh-Faced New User




I dont think the idea with the orks is so much oooh look I can hit you with 15 flamers at once. I think the idea is sweet I actually have enough left alive after crossing the board to USE my flamers.


Good point
   
Made in us
Devious Space Marine dedicated to Tzeentch




3-man units of Flamers of Tzeentch are particularly brutal now. Auto-wound on a 4+ with no armor or cover saves was decent under 4th edition, but now, against a tightly clumped unit, you could get more hits than the total number of models, (10 hits on your 6-man Tac squad), giving a fairly strong chance of eliminating an entire unit. They're pretty fun.

To the poster who mentioned the Warlock council, I've toyed with the idea, it's pretty strong, but just bear in mind that since the jetbikes come on the large flying bases (like skimmers) that unit takes up a ton of space, and requires some careful maneuvering to maximize the flamer templates.
   
Made in us
Dominar






Flamers of Tzeentch are indeed amazing units, and probably one of the hardest hitting for their point cost. But their drawback is that they're forced to Deep Strike in and they're only T4 with a 4+. Flamers are very vulnerable to small arms fire, especially since most people only run 3-4.

I still love them, and my Daemons always make use of at least eight in any list I run, but with new LoS rules they're a glass cannon. Kind of a moot point, though, because they rarely fail to make their points back... one blast against any elite squad pretty much guarantees a total wipeout.
   
Made in ca
Decrepit Dakkanaut





Say, aren't Eldar Avatars immune to flame-related template weapons?
   
Made in us
Lurking Gaunt




Yes though why you would rely on a flamer of any kind to take out an Avatar (even if he wasn't immune) is beyond me!
   
Made in us
Khorne Veteran Marine with Chain-Axe




Mississippi

Who ever thought flamers and blast weapons would be the new hotness?
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Blast weapons I'm still somewhat iffy on.

Moreover, how to defend against them?

Do you continue to spread way out like before, hoping they actually roll a "hit" and hit 1 guy? [or several, if ordnance]....

Or, something popping into my head, what about deliberately clumping together or lining up? With the increased odds of scatter, a squad bunched up in a deepstrike formation would make any scatter of 4" basically miss the target entirely, and if you make a line, then anything 2" or more in any particular direction other than left or right will also cause a miss.

I'm thinking the line is the best choice - spread out still makes for nasty casualties if they scatter and hit multiple models, bunching up sounds neat but very risky - a solid hit takes out the whole squad. But a line is kind of best of both worlds, a 3" blast template only able to kill 3 at best.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Dominar






I think the best way to defend against blasts is staggered lines spaced 2-3" apart. It's almost guaranteed that scatters will hit several models, but most of those guys should have a 4+ cover save due to intervening units. Bunching them up is far, far too risky for my tastes. If your opponent is running 3 blasts, he's almost guaranteed to wipe out the whole squad with minimal shooting. I agree that lines is the way to do it... the point being to absorb the inevitable casualties across as many units as possible, prolonging their survivability.
   
 
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