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Made in us
Water-Caste Negotiator




Clinton, TN

I'm at a loss and could really use someone else's opinion...

I'm revamping my Imperial Fists, and I'm wondering if it is better to have a bolter or a flamer, here's the run down

5 tacs:
1)Lascannon/metla, 2) Lascannon/Plasma Gun, 3)Plasma Cannon/ Plasma Gun, 4) Heavy bolters/(flamer)? 5)Missile Launcher/(flamer)?

All squads have Razorbacks w/ Lascannons or Assault Cannons and I almost always combat squad (even in KP missions but it really fits my play style).

My question is, do I really need to have the flamers in the last two squads, or would it be better to have bolters or 1 and 1?

I play a wide variety of opponents, so it's kind of an all comers list.

Any stories of experience or tactical examples would be very appreciated. Thanks in advance.

Currently Play/Own
= 3500 = 3500 = 4000 = 2500 = 1000 = 500 = 3000 = 2000 = 1000 = 2500 = 1500

"Now the general who wins a battle makes many calculations in his temple before the battle is fought.
The general who loses a battle makes but few calculations beforehand." - Sun Tzu 
   
Made in us
Confessor Of Sins






Scranton

honestly... there is no reason to NOT have a flamer.

 
   
Made in au
Killer Klaivex






Forever alone

frgsinwntr wrote:honestly... there is no reason to NOT have a flamer.

Nidzilla.

People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. 
   
Made in us
Water-Caste Negotiator




Clinton, TN

I went to 'Arb Boyz semis with Nidzilla, so I know how that goes.

I have play tested with all of the combos, and haven't lost with the list yet... but each game presents new strengths and weaknesses so I'm still on the fence, just wonder if anyone else has had similar experiences or strong tactical suggestions.

Currently Play/Own
= 3500 = 3500 = 4000 = 2500 = 1000 = 500 = 3000 = 2000 = 1000 = 2500 = 1500

"Now the general who wins a battle makes many calculations in his temple before the battle is fought.
The general who loses a battle makes but few calculations beforehand." - Sun Tzu 
   
Made in au
Killer Klaivex






Forever alone

I'm still a fan of the plasma gun. Marines are fairly resistant to Gets Hot! and it pairs well with their role of mid-range shooting.

People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. 
   
Made in us
Stealthy Warhound Titan Princeps






well, the flamer is definately the better choice. here's why.

if the enemy is over 12" away, the flamer can hit nothing, and the bolter can fire once if you don't move. easy. so, assuming you play the entire game with the enemy more than 12" away (unlikely) you can get off an average of 6 bolter shots, and get 4 hits.

from a flamer, if you even get ONE shot (likely all you WILL get, really) you will almost always get those 4 hits, and you have the posibility of getting many more than that, if your enemy is a horde army. If your REALLY good, you could probably block your enemies assault path to you with rhinos, so you may get 2 shots of your flamer in. sexy.

the bolter just doesn't do anywhere near as much damage as the flamer at close range, and the advantage at close range is so overwhelming that there is no reason to take a bolter over a flamer for any reason.
   
Made in us
Ork Boy Hangin' off a Trukk




Horst wrote:well, the flamer is definately the better choice. here's why.

if the enemy is over 12" away, the flamer can hit nothing, and the bolter can fire once if you don't move. easy. so, assuming you play the entire game with the enemy more than 12" away (unlikely) you can get off an average of 6 bolter shots, and get 4 hits.

from a flamer, if you even get ONE shot (likely all you WILL get, really) you will almost always get those 4 hits, and you have the posibility of getting many more than that, if your enemy is a horde army. If your REALLY good, you could probably block your enemies assault path to you with rhinos, so you may get 2 shots of your flamer in. sexy.

the bolter just doesn't do anywhere near as much damage as the flamer at close range, and the advantage at close range is so overwhelming that there is no reason to take a bolter over a flamer for any reason.



If you are only going to get ine shot off, Why not get your sargeant a combi-flamer, and just get a plasma or something else?
   
Made in us
Stealthy Warhound Titan Princeps






the point was free weapons, bolter v flamer.
   
Made in us
Water-Caste Negotiator




Clinton, TN

Thanks for the feed back and analysis, keep some more coming!

Currently Play/Own
= 3500 = 3500 = 4000 = 2500 = 1000 = 500 = 3000 = 2000 = 1000 = 2500 = 1500

"Now the general who wins a battle makes many calculations in his temple before the battle is fought.
The general who loses a battle makes but few calculations beforehand." - Sun Tzu 
   
Made in ca
Angry Blood Angel Assault marine




ottawa, ontario, canada

Its all about play style. Personally I pay the 10 points for a plasma gun because hug cover alot and try to avoid getting within 12" and its more useful agaisnt the armys I play against most of the time. I do however some times use them in my assault squads as a good burning is great before an assault.

I do know marine players who use flamers with awesome efectiveness, becasue it suits their play style.

Armies and records
3000 pts W:41 L:16 T:3
1250 pts W:0 L:0 T:0
7000 pts W:352 L: 224 T: 121
15000 pts W:666 L: 234 T: 18
3000 pts W:142 L: 62 T: 9
5th ed record
287 w / 68 l / 37 T 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Cheese Elemental wrote:
frgsinwntr wrote:honestly... there is no reason to NOT have a flamer.

Nidzilla.


the flamer still massacres their troops choices.
   
Made in us
Preacher of the Emperor




Boston, MA

Definately the free flamethrower. If you are careful with your manuever, you will be able to shoot it more than once per game and the turn you do use it, the ST4 AP5 template can be a huge game changer. Most of the Xenos races are extremely vulnerable to flame templates and the turn they are exposed to shooting it will make a huge difference. Even AV 4 Xenos units tend to be only T3 (i.e. Banshees, Fire Dragons, Fire Warriors, etc.), meaning that you can generate a decent number of wounds and force your opponent to make armor saves. Watch him cry the first time you roll well and cause 7 wounds with the flamer before you unleash the rapid fire bolter storm.
   
Made in us
Willing Inquisitorial Excruciator




Ephrata, PA

Flamer. If you hit into a bunker, you auto score D6 hits, and unlike a bolter, you can fire it and assault in the same turn (damn rapid fire rules). So unless you plan on doing the hit and run and dont plan on CC, take the flamer, it could save your life. Plus fire is pretty

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Made in us
Water-Caste Negotiator




Clinton, TN

Plus fire is pretty


The best reason!

Thanks for all the replies, and I think I do agree that the flamer is more useful in more situation. That convinces me.

Currently Play/Own
= 3500 = 3500 = 4000 = 2500 = 1000 = 500 = 3000 = 2000 = 1000 = 2500 = 1500

"Now the general who wins a battle makes many calculations in his temple before the battle is fought.
The general who loses a battle makes but few calculations beforehand." - Sun Tzu 
   
Made in nl
Death-Dealing Devastator





The Box

Has everyone overlooked the cover negating ability of the flamer? That would be my reason to take it. It gives your humble tac-squad the ability to negate something that is very common in 5e. Awesome against light infantry, it doubles casualties.

This message was edited 1 time. Last update was at 2009/10/01 12:10:51


The Runner in the Box! Don't try to ruin my runnin'!!

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whalemusic360 wrote:So Googling "How do I make a kid out of plasticard" lead to no templates or porn. How disapointing is that?
 
   
Made in ca
Angry Blood Angel Assault marine




ottawa, ontario, canada

I tend to leave my flamers on things that will be close to the enemy anyway, like my 3 dual HF ironclad dreads, or MM/HF speeders, but I prefer my tac squads to a semi stationary ranged unit, I go for HB/PG squads and rarely combat squad. But as Ive stated before its personal preferance.

Armies and records
3000 pts W:41 L:16 T:3
1250 pts W:0 L:0 T:0
7000 pts W:352 L: 224 T: 121
15000 pts W:666 L: 234 T: 18
3000 pts W:142 L: 62 T: 9
5th ed record
287 w / 68 l / 37 T 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Man i play CSM and i'm insanely jealous of free ML/MM/HB, and flamer, on tac squads.

I would always take it if i'm not going to grab a different special weap. It ignores cover, it burns troop choices good, works well with rapid firing boltguns, its FREE. The only situation i can think where i would rather have something else is an army of MEQS, but for the 0 points cost, you can still make them take a fair few armour saves. But considering your trying for a take-all-comers-list, I really cannot see the downside of 2 free flamers.

   
Made in us
Mekboy Hammerin' Somethin'






take the flamer, If you are playing against a list where it would do nothing, just allocate as many wounds as you can to it and hope it dies in place of a Bolter model... Naturally you would hope that they would both live but you get the idea.

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

PotionsN'Balms wrote:If you are only going to get ine shot off, Why not get your sargeant a combi-flamer, and just get a plasma or something else?
I use this in my Plague Marines. Various squad sizes, but always with a Champ, Combi-Flamer and 2 Meltaguns. It gives the squad very solid all-rounder equipment, but you need to have synergy. All the equipment in the squad (including bolters) works best at less than 12", and the squad is built to capture objectives. If you are going to be holding the squad back, don't bother, as you'll never get that one shot off against targets that matter (Orks, Gaunts, Guardsmen) as you aren't striving to get into range.

EDIT: I'll be honest, I'm not certain how that translates to loyalist Marines, but I guess my message is only to take it if you are going to make it worth it (too many "it"s). If the squad is never expected to get close enough to use the Flamer, don't bother with it. It isn't an upgrade, it is just another weapon. It has different draw-backs and strengths.

This message was edited 2 times. Last update was at 2009/10/02 06:18:32


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