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Made in us
Battleship Captain




Oregon

Five assault marines with two flamers in a free pod for less than 100 points.
OR
Five command squad vets with five flamers in a pod for 70 points more.

Assume you are taking the appropriate HQ choices already.

Which does the job better?
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Assume each flamer hits 4 targets.

Former hits 8 Targets for <100pts
Latter hits 20 Targets for >100pts.

8pts per target in the latter (total), former clocks in at 12.5pts per target. So, by points-per-target, Command squad is the superior option.

This message was edited 1 time. Last update was at 2014/02/28 00:36:46


They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

 obsidiankatana wrote:
Assume each flamer hits 4 targets.

Former hits 8 Targets for <100pts
Latter hits 20 Targets for >100pts.

8pts per target in the latter (total), former clocks in at 12.5pts per target. So, by points-per-target, Command squad is the superior option.


The math is all good and all, but the Command Squad won't live to see a second round of fire whereas the Assault Squad probably will. You also have to think, Command Squads should have Meltas or Plasmas. At the end of the day they are two units with different pros and cons.

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

 Feasible wrote:


The math is all good and all, but the Command Squad won't live to see a second round of fire whereas the Assault Squad probably will. You also have to think, Command Squads should have Meltas or Plasmas. At the end of the day they are two units with different pros and cons.


Debatable. It all depends on what target warranted 5 flamers in the first place and if there's a second within 6''. If the answer is no, I'm certainly not wasting guns on that command squad.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Blood-Drenched Death Company Marine




Add in the Fire Hawk's Chapter Tactics to make either unit better.

http://www.forgeworld.co.uk/Downloads/Product/PDF/B/FWchaptertactics-v2.pdf
   
Made in us
Battleship Captain




Oregon

I think that there is very much value in an infantry destroying squad like there. My concern is whether there are enough targets that warrant five templates without being overkill
   
Made in fi
Longtime Dakkanaut




The problem with pods is that the enemy usually always reserves his troops. My gut feeling is that assault squad in a pod is the better choice. I would equip the command squad for sonething else.
   
Made in us
Agile Revenant Titan






Austin, Texas.

 Crimson Devil wrote:
Add in the Fire Hawk's Chapter Tactics to make either unit better.

http://www.forgeworld.co.uk/Downloads/Product/PDF/B/FWchaptertactics-v2.pdf


But that is yet again outmatched by salamanders. Reroll to wound vs +1 strength...reroll does better.
It is quite fun in a noncompeititve tourney to field the sallie command squad of flame, but in competitive scene's, flamers are subpar imo

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in us
Battleship Captain




Oregon

Why would you say Flamers are subpar?

Do you not fight against armies with cover hugging infantry?
   
Made in us
Lesser Daemon of Chaos




The deck of the Widower

I used to think that flamers were subpar until i saw the effects of multiple templates on units, even terminators. the fact you do not roll to hit and how often you cover more than one model puts thier damage output through the roof. sure they get armor saves most of the time but when a unit of 5 has to take 10, 15, 20 saves from 5 guys shooting at them they will die. I say play the command squad in a pod for maximum firey death!

 
   
Made in us
Locked in the Tower of Amareo




Flamers are great because they don't roll to hit and ignore cover. But they fall flat against a meched up opponent.
   
Made in us
Regular Dakkanaut





I run a command squad with 4 flamers often, and love it. With an apothecary giving feel no pain the unit can withstand a good bit of damage. I want to add a couple of storm shields in there soon to help out and they should be even harder to shake.
   
Made in us
Battleship Captain




Oregon

Martel732 wrote:
Flamers are great because they don't roll to hit and ignore cover. But they fall flat against a meched up opponent.


Maybe that's the issue, if the weapon can't kill a Wave Serpent or Riptide, it's not worth considering.
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

 minigun762 wrote:
Martel732 wrote:
Flamers are great because they don't roll to hit and ignore cover. But they fall flat against a meched up opponent.


Maybe that's the issue, if the weapon can't kill a Wave Serpent or Riptide, it's not worth considering.


That's the issue with the present state of the game.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
 
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