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Made in de
Nihilistic Necron Lord






Germany

First, they should ignore cover, you cant hide from fire. Second, flamers should be 2D3 not 1D6. Heavy flamers should have 12" range and 3D3. Third, they need a 30% point reduction.
   
Made in ca
Regular Dakkanaut





 Nerak wrote:
Are flamers underpowered this edition? Should they be given 2d6 wounds? Has,anyone found a good use for them? It feels like a waste to use up your special weapon slots for a charge counter that you might not use.

Edit: got the phone working again. This was about a page long before but whatever.


Obviously you have not played a tournament quality sisters list... go play one, flamers in that volume are not underpowered.

Auto hitting weapons are BS. Yes i have a pair of hemlocks, it is BS i am enjoying the BS they bring to my list. But it needs to be changed... it needs to be changed to something like the dark reapers always hitting on 2s or 3s regardless of modifers. But i also think auto hitting weapons should not be allowed in overwatch as they currently are, they need to be toned down.

i would like to see something more like
Flamer rng8 assult6 pow4 ap0 d1 - during the shooting phase this weapon hits on a 2+ regardless of any modifiers. +3 in over watch.

Removes the auto hitting nonsense, give it the infantry mulching profile without the random derp 1 and rewards aggressive play.


In war there is poetry; in death, release. 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Are any tournament quality sisters lists winning any major tournaments? Because I haven't heard of any, let alone ones that spam flamers. Storm bolters are so far superior to flamers that it's actually depressing.

This message was edited 1 time. Last update was at 2017/11/22 09:09:06


 
   
Made in de
Nihilistic Necron Lord






Germany

A normal flamer, as it is right now, should cost the same as a stormbolter. For 9 points i can get 4 stormbolters, thats 16 (!) shots (10,7 hits at BS3) at 12", against 3,5 autohits at 8" for the flamer. The heavy flamer, as it is right now, should cost 4, not 17.

This message was edited 1 time. Last update was at 2017/11/22 09:44:32


 
   
Made in gb
Sinewy Scourge




Some flamers have the 10 inch rule and can even deepstrike!

   
Made in no
Longtime Dakkanaut






p5freak wrote:
First, they should ignore cover, you cant hide from fire.



if you are hugging a wall that is taller then your profile, and a flamer aims at the top of the wall, the flames wont magicly take a 90* down ark and hit you.
it might hit the guys that are hiding 2m behind the wall but not thouse that are near the wall. sadly rules for that is too complex for 8th, so it is better that flamers do not ingore cover.

point is, a tradition flame IS blocked by cover.
a melta on the other hand, that ignores cover as it melt true moust material.

This message was edited 1 time. Last update was at 2017/11/22 11:57:00


darkswordminiatures.com
gamersgrass.com
Collects: Wild West Exodus, SW Armada/Legion. Adeptus Titanicus, Dust1947. 
   
Made in de
Nihilistic Necron Lord






Germany

The same can be said for a shrapnel cannon, shrapnel can't go everywhere. Still, it ignores cover. Burning liquid can creep in the tiniest gaps, shrapnel cant.
   
Made in fi
Locked in the Tower of Amareo





There would need to be different types of cover for both to works. Shrouding(flamer ignores cover) and blocking(flamer doesn't). Even then that's not really accurate as simply hiding behind small block isn't exactly much of help under inferno.

2024 painted/bought: 109/109 
   
Made in us
Painlord Titan Princeps of Slaanesh




The problem with basing the damage on the size of the unit that you're shooting at is that it takes time and destroys the flow of the game. Sure the first time a unit takes a hit the player knows how many models he has in his unit but after a bit of shooting/moving/melee you'd have to stop each time you shoot a flamer you have to stop and start counting models.
   
Made in us
Pyromaniac Hellhound Pilot






Maryland, USA

p5freak wrote:First, they should ignore cover, you cant hide from fire.


I can't speak for the Grim Darkness of the Far Future, but against modern day flamethrowers you totally can. Even so much as a sheet of plywood will protect you from the flame - yes, it will catch fire, but the flame itself has basically no inertia.

That said, that's more LOS restriction than a cover based one, as gaps and viewing ports and whatnot are what makes cover and not just a brick wall.

Leo_the_Rat wrote:The problem with basing the damage on the size of the unit that you're shooting at is that it takes time and destroys the flow of the game. Sure the first time a unit takes a hit the player knows how many models he has in his unit but after a bit of shooting/moving/melee you'd have to stop each time you shoot a flamer you have to stop and start counting models.


This isn't aimed at you, so please don't take it personally, but I'm astounded at how many comments I see about not wanting to do simple counting or even dice rolling in a game of numbers and dice.

I used to play FAD - it involved division to figure out how many guys you hit. I think it would burn some brains out, here.

M.

Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Issue is, Flamers work better against Elites than Hordes.

Don't believe me?

7/2 (3.5) hits against GEQs, 7/3 wounds, 14/9 dead.6.22 points.

7/2 hits against MEQs, 7/4 wounds, 7/12 dead. 7.58 points.

7/2 hits against a Daemon Prince, 7/6 wounds, 7/18 unsaved. 8.75 points.

If they had a scaling based on squad size, like has been suggested, that'd make them a lot better against Hordes.

Personally, a suggestion I've seen before and liked is that Flamers are, say, Assault 8, with a special rule saying they get a number of auto hits up to their shot number based on the number of models in range. (Possibly with a special rule saying Vehicles and Monsters count for 3.) So, against a 5-man MEQ squad, you get 5 hits. 30-man Conscript squad, you get 8. Daemon Prince, you get 3.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Longtime Dakkanaut






Flamers are trash. Use something else.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 JNAProductions wrote:
Issue is, Flamers work better against Elites than Hordes.

Don't believe me?

7/2 (3.5) hits against GEQs, 7/3 wounds, 14/9 dead.6.22 points.

7/2 hits against MEQs, 7/4 wounds, 7/12 dead. 7.58 points.

7/2 hits against a Daemon Prince, 7/6 wounds, 7/18 unsaved. 8.75 points.

If they had a scaling based on squad size, like has been suggested, that'd make them a lot better against Hordes.

Personally, a suggestion I've seen before and liked is that Flamers are, say, Assault 8, with a special rule saying they get a number of auto hits up to their shot number based on the number of models in range. (Possibly with a special rule saying Vehicles and Monsters count for 3.) So, against a 5-man MEQ squad, you get 5 hits. 30-man Conscript squad, you get 8. Daemon Prince, you get 3.

I kinda like this idea, but could simplify it by making it D3 auto-hits +1 for each additional model in the enemy target and in range. That way you get D3 auto hits against single model targets, or potential a ton of hits if you are right up next to a large blob (exactly like prior editions).
I feel like as long as you cap the number of hits to the number of models in the target unit that are actually in range, than it adds back the tactic of "not bunching up". I kinda miss that
The price it about the same as a Plasma gun

-

This message was edited 1 time. Last update was at 2017/11/22 17:48:29


   
Made in fr
Hallowed Canoness





Flamers rules seems completely broken. Auto-hit flyers but can't shoot at the guy charging you because they started their charge 9" away: STUPID.

"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

The way things are going I can see AM getting access to cheap flamers that rock 2d6 attacks.

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in no
Longtime Dakkanaut






 Primark G wrote:
The way things are going I can see AM getting access to cheap flamers that rock 2d6 attacks.


well for one, flamers should be an anti horde unit weapon. it is currently not.

however it will never be buffed to flat out 2d6 as that is too strong for units that has 10 or less models.
dmg scaling system based on how many models there is in the enemy unit is the best overall solution.

darkswordminiatures.com
gamersgrass.com
Collects: Wild West Exodus, SW Armada/Legion. Adeptus Titanicus, Dust1947. 
   
Made in gb
Regular Dakkanaut




From the Guard perspective at 7 points I think normal flamers are balanced.

Heavy flamers at 17 points for 1 more strength and AP when they lose Assault for Heavy certainly aren't balanced and obviously they only considered use on vehicles not their use in Command Squads.

This message was edited 1 time. Last update was at 2017/11/22 18:51:44


 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

Flamers are excellent charge deterrent.

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in us
Decrepit Dakkanaut




Each model in the targeted unit is hit on a 4+? I dunno how that would scale, and would make it bad vs singular targets again, which is something I don't entirely want.


Automatically Appended Next Post:
 Primark G wrote:
Flamers are excellent charge deterrent.

No they're not once you've learned the math behind them.

This message was edited 1 time. Last update was at 2017/11/22 19:04:03


CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in de
Nihilistic Necron Lord






Germany

 FrozenDwarf wrote:
 Primark G wrote:
The way things are going I can see AM getting access to cheap flamers that rock 2d6 attacks.


well for one, flamers should be an anti horde unit weapon. it is currently not.

however it will never be buffed to flat out 2d6 as that is too strong for units that has 10 or less models.
dmg scaling system based on how many models there is in the enemy unit is the best overall solution.


Why should a flamer scale with the number of models in a unit ? Is there a sensor who releases more or less burning stuff? That's nonsense. If a unit has less models they get the same amount of hits as a unit with more models.
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

p5freak wrote:
 FrozenDwarf wrote:
 Primark G wrote:
The way things are going I can see AM getting access to cheap flamers that rock 2d6 attacks.


well for one, flamers should be an anti horde unit weapon. it is currently not.

however it will never be buffed to flat out 2d6 as that is too strong for units that has 10 or less models.
dmg scaling system based on how many models there is in the enemy unit is the best overall solution.


Why should a flamer scale with the number of models in a unit ? Is there a sensor who releases more or less burning stuff? That's nonsense. If a unit has less models they get the same amount of hits as a unit with more models.


Because if you shot a flamer agaisnt one guy, he is gonna be hit one time, but if you shot a flamer to a group of 20 people, they will all be hit? Is pretty easy to understand really.

A grenade is used agaisn't a group of people and not an individual for a reason.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in de
Nihilistic Necron Lord






Germany

 Galas wrote:
p5freak wrote:
 FrozenDwarf wrote:
 Primark G wrote:
The way things are going I can see AM getting access to cheap flamers that rock 2d6 attacks.


well for one, flamers should be an anti horde unit weapon. it is currently not.

however it will never be buffed to flat out 2d6 as that is too strong for units that has 10 or less models.
dmg scaling system based on how many models there is in the enemy unit is the best overall solution.


Why should a flamer scale with the number of models in a unit ? Is there a sensor who releases more or less burning stuff? That's nonsense. If a unit has less models they get the same amount of hits as a unit with more models.


Because if you shot a flamer agaisnt one guy, he is gonna be hit one time, but if you shot a flamer to a group of 20 people, they will all be hit? Is pretty easy to understand really.

A grenade is used agaisn't a group of people and not an individual for a reason.


No, one model gets hits 1D6 times, the same 1D6 that hits the 20 model unit. The one model gets hit harder, because the damage is not getting split. Its all concentrated in one large hit.
And btw grenades have two modes, flames don't.

This message was edited 1 time. Last update was at 2017/11/22 20:13:54


 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

I was talking about "real life". If you hit one guy with a flamer, the flames doesn't "concentrate" on him. The amount of flames is the same. So If you are using it agaisn't just one guy, you are wasting a ton of flames that could have impacted a bunch of other dudes if they where all together.

Thats how "blast" weapons work.

Thats the problem with Flamers. They rules don't make any kind of sense to how flamers should be used. The only proper use is in the Cities of Death advanced rules where you receive the max amount of hits if you use it agaisn't a unit that has been two turns in cover for the +2 cover bonus.

This message was edited 1 time. Last update was at 2017/11/22 20:35:18


 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
Pyromaniac Hellhound Pilot






Maryland, USA

I suppose if it's one guy, you're basting him with flames for a longer segment of time (rather than just a sweep) thus increasing the chance of doing a lot of burning in a hurry (vs just catching his arm, or something).

M.

Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!
 
   
Made in de
Nihilistic Necron Lord






Germany

 Infantryman wrote:
I suppose if it's one guy, you're basting him with flames for a longer segment of time (rather than just a sweep) thus increasing the chance of doing a lot of burning in a hurry (vs just catching his arm, or something).

M.


This is how flamers work. They spill out a certain amount of flaming liquid. If one gets exposed for 5 seconds he will get more burned than five who are each exposed for one second.
   
Made in us
Charing Cold One Knight





Sticksville, Texas

Flamers are trash on Marines. My Tactical Squads with Hand Flamer/Flamer haven't been used since my first two ganes of 8th with my Blood Angels. That was when I also learned that melee is a joke too.

I see no reason to ever use a Flamer over a Plasma or Melta Gun. I get far more consistent value out of those two versus any other special weapon. They are also a far better charge deterrent than a Flamer as well, since you are potentially eating a rapid fire Plasma or Melta at 12" to the face. Way scarier than D6 S4 no AP shots if you charge within 8"
   
Made in gb
Fixture of Dakka






If there's one guy, I'll hold the stream steady on him. If there's a big mob, I'll play it over the whole lot. Seems straightforward.
   
Made in gb
Longtime Dakkanaut




Personally not seeing the issue.

A flame thrower should be an offensive weapon, its something you use as you yourself pull up into assault range to crispy fry a few of the enemy before charging in.

Its not really a defensive weapon except that it keeps your opponent outside an easy charge distance if they wish to avoid it
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

leopard wrote:
Personally not seeing the issue.

A flame thrower should be an offensive weapon, its something you use as you yourself pull up into assault range to crispy fry a few of the enemy before charging in.

Its not really a defensive weapon except that it keeps your opponent outside an easy charge distance if they wish to avoid it


The problem is that they're more of an offensive penalty than a weapon.
   
Made in us
Fresh-Faced New User




p5freak wrote:
 Infantryman wrote:
I suppose if it's one guy, you're basting him with flames for a longer segment of time (rather than just a sweep) thus increasing the chance of doing a lot of burning in a hurry (vs just catching his arm, or something).

M.


This is how flamers work. They spill out a certain amount of flaming liquid. If one gets exposed for 5 seconds he will get more burned than five who are each exposed for one second.


They will actually spew out ignited napalm, which is a combination of gasoline and gelling agent. If you're hit by a flamethrower, you are splashed with a sticky flaming gel that will continue to inflict thermal damage as long as it isn't extinguished or removed somehow. Flamers are nasty weapons.

This message was edited 1 time. Last update was at 2017/11/22 23:14:32


 
   
 
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