sfshilo wrote:spending 5 points on something (from an IG perspective here) or 20 points for the heavy varient, when I can spend 5 points on a grenade launcher (5 points) or a las/auto/missile/plasma/melta (20 points) really has never worked for me.
Grenade launchers can essentially do the same job as the flamer at a longer range, or higher strength (you can choose!) minus the whole ignore cover thing. S4 AP 5 isn't killin much anyway with the flamer....
Now from a space marine perspective, there is nothing more fun then a heavy flamer hitting a bunch of annoying guard/orks/whatever sitting in cover thinking they are hot gak. (Drop pod dreads always come to mind)
You and Daedalus do have valued points, howevever, the capacity and use of the flamer in Imperial Guard Vet squads (and in General) can be just as effective on Hordes as Melta Guns are to vehicles. One of the main advantages of the flamer is that it automatically hits, doesn't scatter, and ignores cover. Other basic infantry assault weapons usually require a form of Ballistic Skill (Melta, Grenade, Shotgun, Plasma etc.) and can miss its intended target.
Secondly, Imperial Guard Vet squads have the unique ability to fire three seperate flamers from one squad, thus hitting the target unit simultaneously so your opponent cannot remove models until the entire unit is finished firing. So if each flamer hits a maxim of three models, you score nine hits plus lasguns/shotguns or pistol (if you don't want to assault), with a strength 4 weapon.
That is why I like Tau Crisis Suits with Flamers + Burst Cannons. All three fire their flamers simultaneously ontop of nine strength 5 shots, which usually kills 1/3 of a brood of Hormagaunts or Genestealers just from one unit.