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Made in us
Decrepit Dakkanaut




Are you seriously suggesting that current Flamers are fine against hordes?

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 us
Humming Great Unclean One of Nurgle





In My Lab

Hordes are VERY meta. Way more than power armor.

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






What about a compromise, which will shake the very foundations of the flamer:

Remove auto-hit.

Instead, replace it with "flamers always hit on a 2+".
Then, give flamers a 12" range.

So if you deepstrike with a heavy flamer, you count as moving, thus hit on a 3+. if you shoot a flier, you hit on a 4+.

It maintains the "low BS armies need this to hit hard things" by giving a 2+ to hit, it also gives the better range, making deepstrikers useful, but you also-also stop it being OP by making the more dangerous flamers heavy.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

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Made in cz
Mysterious Techpriest






Fortress world of Ostrakan

That sounds quite reasonable if it hits on 2+ (+ modifiers) on overwatch as well.


Neutran Panzergrenadiers, Ostrakan Skitarii Legions, Order of the Silver Hand
My fan-lore: Europan Planetary federation. Hot topic: Help with Minotaurs chapter Killteam






 
   
Made in ca
Implacable Skitarii




Ottawa, Canada

 some bloke wrote:

... "flamers always hit on a 2+"...


RAW, wouldn't this ignore all modifiers to hit?

| | Krieg | |
30k: Alpha Legion | | Blackshields 
   
Made in gb
Norn Queen






 Orodhen wrote:
 some bloke wrote:

... "flamers always hit on a 2+"...


RAW, wouldn't this ignore all modifiers to hit?
It would need to say so ala Dark Reapers. You could just remove the "always" if you wanted.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I disagree about removing the auto-hit.
How about this instead:
Make Flamers 10-12" and Assault *. * equals the number of models of the target unit within the Flamers range, up to a max of X. X varies from flamer to flamer.

For example, the standard Flamer would be 10" Str4 Assault * AP-0: This weapon automatically hits once per enemy model of the target unit in range, up to 4 hits
So if you are shooting a unit of Ork Boyz, you'll get 4 hits if you have at least 4 Boy models within 10" of the Flamer model. Less Boys in range will be less attacks

Heavy Flamer could be 12" Str5 Assault * AP-1; This weapon automatically hits once per enemy model of the target unit in range, up to 5 hits
Hand Flamer could be 8" Str5 Pistol * AP-0; This weapon automatically hits once per enemy model of the target unit in range, up to 3 hits

So we'd remove the random roll entirely and make the number of hits dependent on number of models in range. This will also mitigate units dropping in with a Dozen Flamers from getting tons of hits. If a regular Flamer is 10", 1 model could arrive outside 9" and probably get max shots, but SEVERAL Flamer models would struggle to be placed in an optimal way to get max hits

-

This message was edited 5 times. Last update was at 2019/07/26 13:49:34


   
Made in gb
Norn Queen






 Galef wrote:
 some bloke wrote:
So if you deepstrike with a heavy flamer, you count as moving, thus hit on a 3+. if you shoot a flier, you hit on a 4+.
Despite the name, Heavy Flamers are still Assault weapons, so moving does not apply a -1 to hit, unless you advance of course.

But I disagree about removing the auto-hit.
How about this instead:
Make Flamers 10-12" and Assault *. * equals the number of models of the target unit within the Flamers range, up to a max of X. X varies from flamer to flamer.

For example, the standard Flamer would be 10" Str4 Assault * AP-0: This weapon automatically hits once per enemy model of the target unit in range, up to 4 attacks
So if you are shooting a unit of Ork Boyz, you'll get 4 hits if you have at least 4 Boy models within 10" of the Flamer model.

Heavy Flamer could be 12" Str5 Assault * AP-1; This weapon automatically hits once per enemy model of the target unit in range, up to 5 attacks
Hand Flamer could be 8" Str5 Pistol * AP-0; This weapon automatically hits once per enemy model of the target unit in range, up to 3 attacks

-
Heavy Flamers are Heavy D6
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 BaconCatBug wrote:
Heavy Flamers are Heavy D6
Fair enough. I've edited my post above.
I always forget since the Auto-Hit makes it not matter (except that wouldn't be able to shoot after advance) and were Assault in prior editions

That was always silly to me in prior editions that Heavy Flamers were Assault and Assault Cannons were Heavy.
Now if we can petition to make Assault cannons Assault (but maybe go back to only 4 shots and a slightly lower points cost), than the names will make sense for both weapons

-

This message was edited 2 times. Last update was at 2019/07/26 13:54:01


   
Made in us
Librarian with Freaky Familiar






I would honestly like to see a system like the volkite of HH

So I would be ok with a 10" if it had say 3 auto hits, any wound caused by the flamer roll a d6 on a 4+ inflict an additional hit, these hits do not then generate hits. To represent the target being on fire and either catching another member of the squad on fire from flailing or just still burning.

To many unpainted models to count. 
   
 
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