Switch Theme:

Best use of hand flamers?  [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 us
Frenzied Juggernaut





Alaska

Firehawks Chapter Tactics adds Hand Flamers for 5 pts to all marine ranged weapon list.

Question is, why and who would take a hand flamer? I would assume assaulty guys to keep +1 attack for 2 close combat weapons, but where is the best place for this? A CCS? Vets? Tacs?

37,500 pts Daemon Army of the Gods

35,000 pts - X - Iron Tenth

15,000pts - Firehawks

10,000 pts - Nighthaunt

Dkok - 1850
 
   
Made in it
Death-Dealing Devastator





Italy

I'd say Tac Sarges with dual flamer in a pod with 5 guys and another flamer, though for that i'd run BA and have also a HF.

Maybe if you drop an Assault squad with dual flamers you can get a couple more templates out of them.

 the_Armyman wrote:
...grav is almost always a better choice. Grav is gravy. Grav all day errday. Grav über alles. 360 mlg noscope 420 grav it.

DQ:90S--G+MB++IPw40kPw40k(HoR_Kill_Team)16+D+A++/m 
   
Made in ca
Secretive Dark Angels Veteran




Canada

not really useful at all, nobody has run horde armies since 5th edition, nids are all running hunter killer teams, and mc spam, imperial guardsmen are spamming vehicles, and orks sometimes spam hordes but its very rarely. the dark eldar and eldar can be situationally punished by flamers but they need to be brought in such bulk that it will rarely be a situation where it does more than annoy his army

This message was edited 1 time. Last update was at 2015/11/19 18:38:31


DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

I was originally going to suggest giving them to Assault Squad sergeants, but unfortunately the hand flamer is a Ranged Weapon choice (not available to them).

Tactical Squad sergeants can take two of them, so the best use case would probably be deep strike them in a drop pod for the +1 strength that Fire Hawks get, and then roast some infantry with the 3 overlapping templates. Most of the HQ units can also take two of them, for what that's worth.

Honestly, the Fire Hawks CTs are pretty crappy even in a casual game. Blood Angels do the Jump Packs + Hand Flamers thing a bit better.

This message was edited 1 time. Last update was at 2015/11/19 19:58:32


 
   
Made in us
Decrepit Dakkanaut




Well that's only because FW didn't updated the Chapter Tactics yet.

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 gb
Hallowed Canoness





Between

Best place for hand flamers is on Seraphim, lol, but if you're going to put them on Marines the same tactic might work...

Two hand flamers (especially +1 strength hand flamers) are statistically more likely to kill something than a single flamer. With either twin-linked or shred (same thing on a template) from a psychic buff, you'll be shocked how quickly they chew through elite units - my seraphims' favourite target is Marine infantry squads, since with four shredding hand flamers backed up by six shred bolt pistols, they can reliably remove a 5-man squad in a single turn, and have a good go at a full 10-man unit, on the turn they come down from deep strike. You then have a very nice Wall of Death to throw against any counter-charges on the turn you can't assault yourself.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Tunneling Trygon






I'd only put them on Veteran Sergeants. Models specifically meant to lead some hum-drum squad to death or glory or a never ending combat that really does nothing for the game. As a Blood Angel player, I've only considered using one on my Sergeant in a Las/Plas Razorback with a Heavy Flamer guy. Troop tax that may as well be fun to play, even if it does nothing for me. Everything else in the list doesn't need Str 3... It needs more Str 5+.
   
 
Forum Index » 40K General Discussion
Go to: