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Made in ca
Hardened Veteran Guardsman





Title says it all

Im going to put the squad into a platoon and i was thinking of putting an autocannon into the squad as well

The army is a foot-slogging gunline style army (no chimera Mech-Infantry bandwaon for me) so what works better in your experence?

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Made in us
Hooded Inquisitorial Interrogator





Los Angeles

Depends who you're playing against. It wouldn't make sense for the Space Marine and Chaos armies I play against, so I take meltas and plasma instead. If you're playing ork the flamers would be highly effective. Autocannons good for breaking up light transports, but a heavy bolter gives you more shots.
   
Made in gb
Regular Dakkanaut




UK

Balance of both, majority flamers in cityfight and majority GL in more open terrain. NEVER use imobile gunlines. You need to move forwards a bit. Otherwise mobile armies will tear you up.

This message was edited 2 times. Last update was at 2010/05/08 21:37:38


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Made in us
Fixture of Dakka





Oklahoma City, Ok.

If you're putting an Autocannon in the squad, i'd go with Grenade launcher. that's given the 2 choices.
i'd probably go with a Plasma gun over both. unless it was a bubble wrap squad. then i'd go with the flamer.

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Made in us
Uhlan




Philadelphia, USA

I'm interested in peoples comments about this, I have outfitted all my Platton squads with GL's but would like hear others opinions the other way.
   
Made in us
Storm Trooper with Maglight





CT, USA

I use grenade launchers over flamers in the infantry squads.

My platoon command squads use flamers.

The grenade launcher also works well with an autocannon, if you use those.


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Made in gb
Regular Dakkanaut




Leeds, England

Well i'd reccomend a plasma gun if anything, it goes better with the autocannon. If not the grenade launcher is the poor mans version of the plasma. I dont advise flamers at all. If your close enough to fire a flamer your also in distance to be assaulted and that is a big no no.

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Made in us
Fixture of Dakka





Oklahoma City, Ok.

Deceiver wrote:Well i'd reccomend a plasma gun if anything, it goes better with the autocannon. If not the grenade launcher is the poor mans version of the plasma. I dont advise flamers at all. If your close enough to fire a flamer your also in distance to be assaulted and that is a big no no.


but that's a good thing if the Squad is meant to be a speed bump.

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Made in us
Battleship Captain




Oregon

How successful have people been with footslogging Flamers? It seems that against most assault armies, they will close the distance before you can fire off the Flamer.

The GL maybe less flashy, but with 3x the range it should give you alot more changes to put the hurt out.
   
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Lord of the Fleet





Seneca Nation of Indians

Fire the flamer from the transport. Can work pretty well.


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Made in us
Homicidal Veteran Blood Angel Assault Marine





Yeh, I'd always take the flamer over the GL. The GL never does much for me, so unless I'm playing orks or tyranids (although they'd probably be assaulting me first) I never even take flamers. Just dish everybody out with meltaguns and autocannons instead.

 
   
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Decrepit Dakkanaut





Vallejo, CA

It's sort of a toss-up for me between the two, which is why I split half and half. In a perfect world, flamers are obviously the superior choice, but the world isn't always perfect.

If you're whole point is to sit there and shoot at stuff, then drop both the GL AND the AC for a heavy bolter, as a GLAC squad has basically the same effectiveness as a HB squad, but it costs more. That said, as others have mentioned, you can't just sit there and shoot anymore - you've got to get up and move with your squads. It is not worth it to keep your squads immobile just so that you can piddle out a couple of autocannon shots.

Assuming you ditch the worthless heavy weapon, then it's still a toss-up. If you anticipate facing against lots of transports, take flamers so that when other stuff in your list blows up the vehicles you can flame the tightly packed group inside with impunity. If you face against a passive opponent who likes to castle and you don't want the three deathstrikes you brought for the occasion to hit your own troops, then the GL is more appropriate. Without a firm opinion, I'm comping out by including both.

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Battleship Captain




Oregon

BaronIveagh wrote:Fire the flamer from the transport. Can work pretty well.


Yeah but the OP said he was footslogging.
   
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Lord of the Fleet





Seneca Nation of Indians

minigun762 wrote:
BaronIveagh wrote:Fire the flamer from the transport. Can work pretty well.


Yeah but the OP said he was footslogging.


Oh. Well, if you're going to just stand there and get shot, go with the plasmagun. You might take a few of them with you. Otherwise your platoons will only be there to stand around your artillery/russes to keep them from getting hit with deepstriking assualters.


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Made in ca
Longtime Dakkanaut





With the new blast rules letting frag grenades hit hordes pretty consistently, I'm getting less and less likely to bring the flamers. The GL's almost do the same thing, but can fire the krak too. 4 flamers in a pcs is pretty sweet though.

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Regular Dakkanaut



Nottingham

yeh definitly the PCS with 3+ flamers is a cheap and deadly unit, i just keep it close to my tanks, helps discourage people from getting too near before they wiped it out.
   
Made in us
Hauptmann




Diligently behind a rifle...

The new rules for Template weapons make both weapons much more viable now. Both are cheap and reliable. GL's are great for holding the objective from assaulting units that aren't right at the point of assault. Flamers are amazing at cleaning someone off an objective in cover and killing a few soldiers a turn just because of their template. Can't really argue with Plasma's except their cost, 15 points is a lot wasted if the guy gets burned on turn one with the overheat.

Since you are footslogging, I would go with an even mix of both Weapons.

This message was edited 1 time. Last update was at 2010/05/09 18:12:32


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Made in us
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I'd go grenade launchers.

Most of the things that assault blob squads can do it from a long enough distance that you won't ever get off the flamer shots.

The things that would run away from blob squads with flamers aren't going to let you get into flamer range.

If you're going to run flamers, i'd throw them in an easily expendable SWS or a unused PCS near the blob. For only 50pts it doesn't hurt nearly so much if you don't the flamer shots off.

I usually don't run Melta or Plasma with IS because I don't like giving the big guns to bulky hard to manuver BS3.




   
 
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