Switch Theme:

How to use the basic tactical squad ML/Flamer  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Judgemental Grey Knight Justicar






Ok so I see people taking ML/Flamer set up on their tactical squads

Why?

And what tactics do you use behind it, do you combat squad themand let the Flamer move forward and keep the ML on objective or you just move the whole unit forward and stop to shoot tanks.

I what way can I make a footsloging 60 marine army work?

So I want 6x10man tactical squad and then some devastators just for fun to have a massive marine army.

So do you think ML/Flamer or meltagun/Flamer

And how an each be used tactically.

Many thanks hans
   
Made in us
Decrepit Dakkanaut






Leerstetten, Germany

Marthike wrote:Ok so I see people taking ML/Flamer set up on their tactical squads

Why?


One reason is because it is free.
   
Made in us
Boosting Space Marine Biker





Hays, KS

Can't take a Flamer and a Melta. You can take one of those two with a Multi- melta, ML or HB for free. Your gonna have real problems slogging a 60 man marines army. Your marines will get shot to hell or assaulted by superior assault units. The reason you don't see a lot of foot slogging tac squads is because they are ineffective. Their not efficient enough with their shooting and are easily wiped out by enough firepower. Not saying its impossible to do it but to rely solely on marines and Devs squads will not be easy.

   
Made in us
Devastating Dark Reaper




Multi-Melta/Flamer squads are awesome in Vulkan lists, cheapish and with effective weaponry for both AT and crowd control, plus scoring and hard (compared to most troop choices) to shift.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Multi-meltas ONLY work in Vulkan lists and barely at that. They are way too short ranged to do much good otherwise.

The general idea with ML/flamer squads is to save points and spam 3+ saves. Splitting the squad is the best way to do it, and give the sergeant a combi-flamer too, so you can focus your fire.

I would reccomend 1/2 the squads have Meltaguns instead of flamers so you have something to kill AV14 with. Missiles arn't much good against that.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Grey Templar wrote:Multi-meltas ONLY work in Vulkan lists and barely at that. They are way too short ranged to do much good otherwise.

I dunno about that, I've heard some folk talking it up. A trio of 24" TL S8 AP1bubbles that can overlap and 12" TL melta bubbles can put a serious hamper on mobility.

but uhhh...

d-usa wrote:
Marthike wrote:Ok so I see people taking ML/Flamer set up on their tactical squads

Why?


because it is free.


/thread for the OP's question!

   
Made in us
Knight of the Inner Circle






I find it useful (when trying to conserve points) to run missile and flamer purely because it is adaptable. It can take out hordes and with melta(bombs) can take out armor. I find it effective to throw the missile combat squad on an objective and send the flamer squad up.

6000 points
4000 points
Empire 5500 Points

 
   
Made in us
Fresh-Faced New User





It is useful because you can combat squad, and keep your ranged/close in elements separate, and thereby achieve greater flexibility.

Alternately, 10 power armored T4 models with a mix of weapons sucks to face, especially if you can channel your foe.

And, well, it's free.

i will say that, depending on your opponent (doesn't it always?) foot Marines are viable. When I take almost as many models as someone running Orks, you know it's trouble (or he didn't take enough Boyz).
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Marthike wrote:what way can I make a footsloging 60 marine army work?

The same way you make any other footslogging list work. Solid troops choices that can handle practically anything, with a few long-range support choices to handle the things that they can't. Your idea of an all tac+devestator list can certainly be made to work if you play it right.

Grey Templar wrote:Multi-meltas ONLY work in Vulkan lists and barely at that. They are way too short ranged to do much good otherwise.

?

It's a 24" missile launcher that also has Ap1. A 24" gun placed near the center of the board is bound to have targets.

I mean, you don't HAVE to be in melta range to shoot it after all...


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Ailaros wrote:
?

It's a 24" missile launcher that also has Ap1. A 24" gun placed near the center of the board is bound to have targets.

I mean, you don't HAVE to be in melta range to shoot it after all...


Don't forget it's twinlinked in vulkan lists! Now when you have 3-4 or them...

   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

I run the following, with effective results:

10 marines, flamer, missile, power weapon, and a razorback (with a gun of your choice)

I combat squad 4 marines and the missile, then I put the flamer and power weapon sarge in the razorback and speed towards my enemy.

The marines provide support fire, while the razorback moves into position. I tend to fire the flamer from the razorback often and due to the way my army is built, my razorbacks only use lascannons.

It's cheap, effective, and powerful, and provides many targets and easy objective holders. I tend to run two in my list when I use this combo, and have the squads stick together when they go after targets (ex: both power weapon/flamer 5 man teams against the same targets)

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in ca
Angered Reaver Arena Champion






I think the OP was referring to the Flamer/ML rhino squad.

This unit does not offer much in the way of offense. But that's okay, because that's kind of secondary to its intent. The purpose of this unit is to hold an objective. A 10 strong MEQ squad requires a disproportionately large amount of force to remove from an objective, especially once in cover.

The flamer helps this by increasing the risk to approaching infantry essentially increasing the base firepower offered by the boltguns of the rest of the unit. The ML is there [since it's free] to give the squad some reach so that it at least has something to do while not being threatened up close.

The squad can offer some small amount of fire support early game before going to an objective, if needed. However, while the boltguns are reasonable against light infantry they are ineffective against other targets.

One of my favourite tactics involving this squad is to use it with assault terminators. Park the rhino in front of an objective between the enemy and that objective. wait for your opponent to blow up the rhino or approach on foot. Hop out of rhino, double tap. When you are assaulted, you use CT to fall back when you lose or the terminators to dig the unit out. If you CT out of the CC, you can often land on the objective that was behind you.

Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Stealthy Warhound Titan Princeps






If you want to use multimeltas, I have long held that a 10 man devastator squad in a drop pod would be a GREAT way to deploy them.... turn 1 drop them in on a tactically significant position, run them into position, and from turn 2 on you have created a no-fly zone for vehicles.
   
Made in ca
Angered Reaver Arena Champion






Horst wrote:If you want to use multimeltas, I have long held that a 10 man devastator squad in a drop pod would be a GREAT way to deploy them.... turn 1 drop them in on a tactically significant position, run them into position, and from turn 2 on you have created a no-fly zone for vehicles.


I do not like this idea. DSing them forward seems like a great way to leave them unsupported and vulnerable to being tied up/killed in CC. edit: If you don't DS them that far forward just using a rhino seems better.

Also we should probably keep the focus on the actual point of this thread, which is ML/Flamer tactical squads - not multimelta devastators in drop pods.

This message was edited 1 time. Last update was at 2012/01/07 16:31:03


Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Death-Dealing Devastator




Online

juraigamer wrote:. I tend to fire the flamer from the razorback often and due to the way my army is built, my razorbacks only use lascannons.

You are dissembarking before you fire your flamer correct?

As to the OP: the missile lancher and flamer are free, and the (missile launcher at least is the) most versatile weapons choice for virtually any possible targets.

This message was edited 1 time. Last update was at 2012/01/07 16:40:21


 
   
 
Forum Index » 40K General Discussion
Go to: