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Made in se
Willing Inquisitorial Excruciator






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.

This message was edited 2 times. Last update was at 2017/11/21 13:02:29


His pattern of returning alive after being declared dead occurred often enough during Cain's career that the Munitorum made a special ruling that Ciaphas Cain is to never be considered dead, despite evidence to the contrary. 
   
Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

They average 3-4 automatic hits how's that underpowered?

They roll a D6 that's better than most old template weapons got in the transition.
   
Made in gb
Regular Dakkanaut





Maybe this is a candidate for 2x d3 instead, if you think it's overpowered?

 
   
Made in us
Beautiful and Deadly Keeper of Secrets





They aren't as bad but they really, really need to be changed so that they deal with hordes rather then stacking the wounds on a single target.

1d6 + 2d3/1d6 per every 10 models for example.
   
Made in us
Longtime Dakkanaut







Bring back templates. Use Bolt Action AOEs instead of a scatter die.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I think the real reason you don't see them is because of the many "drop outside 9 inches" rules. Flamers need to be close to be used and the current best method doesn't get them close enough
And other platforms that can get them closer are often better used for Melta/Plasma, etc

I think if Flamers got bumped to 10" we'd probably see them more often

   
Made in ca
Longtime Dakkanaut





I think Flamer's are pretty dang good, but the meta just isn't very appropriate for them. When I'm playing gribbly nids or harlequins, Flamers are really something I'm scared of. They are primarily an anti-close combat horde weapon, giving you a powerful overwatch shot as the enemy moves in, giving you a chance to reduce the number of attacks and hopefully inflict some Morale casualties on them.

However, the current meta still greatly favours shooting over close combat, and Flamers are very ineffective against Big Bugs or Dreadnaughts or other vehicles that can tank the damage easily and prevent the flamer from working against future charges.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

I like flamers.

They routinely put up 3-4 hits. Great on models with fly since you can advance and shoot the flamers, overwatch when the enemy changes, then fall back and flame again.

Pestilence Provides.  
   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

Flamers are all good except for one single stat.
They can apply D6 to a unit so full points to a character model (give 'em a good dousing) or some hits to a bunch of guys (spray and pray).
Auto-hit, take that for what it is.

The problem is the 8" range.

Every setup rule ensures 9" away so we do not get a flamer alpha-strike.
It is scary close for getting into assault so there is no guarantee you get to use the weapon before you get stuck-in BUT the as-mentioned overwatch is there.

It is very much an opportunity or defensive weapon but if you change the range at all, the weapon would quickly become overpowered.

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in us
Longtime Dakkanaut






yea... getting flamers in range to do damage is very hard this edition. The range is too short to use on DS and they need to spend at least 1 turn moving to get them in range.

I have found the only effective way of using Flamers was to put them on my super heavy tanks. Running 4 Twin heavy flamers and the tank can move and advance to get into range. Autohitting hard to hit units is great..as well as protecting the tank from charge via overwatch


Automatically Appended Next Post:
yea... getting flamers in range to do damage is very hard this edition. The range is too short to use on DS and they need to spend at least 1 turn moving to get them in range.

I have found the only effective way of using Flamers was to put them on my super heavy tanks. Running 4 Twin heavy flamers and the tank can move and advance to get into range. Autohitting hard to hit units is great..as well as protecting the tank from charge via overwatch

This message was edited 1 time. Last update was at 2017/11/21 15:08:12


 
   
Made in fr
Lead-Footed Trukkboy Driver





Flamers suffer from being the same old short range weapon they've been for 7 editions, while everything else in the game has changed.

When charge distances were 6" and everybody was moving 6" a turn, you could gauge where to position yourself to use them. Nowadays unless your flamers are on a mobile plateform, they're pretty much worthless.

I think giving all flamers a 9" (yes, 9, not 10) would help as it would greatly increase their chance of being used in Overwatch.

Stronger flamers (like the Heldrake's flamer or the Redeemer's) should also be changed. D6 S6 D2 autohits is trash. Give them 2D6 S6 D1, like the Hellhound. This way they can at least clear hordes.

Deffskullz desert scavengers
Thousand Sons 
   
Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

Huh? It's an autohit assault weapon.

They are fantastic, with a transport you can turn 2 wreck hoard armies.

Also overwatch is a thing as well right? Flamers are fantastic.

 
   
Made in us
Pyromaniac Hellhound Pilot






Maryland, USA

I can't speak for everyone's games, but the local "meta" here looks like flamers are disadvantaged due to the sheer lack of good terrain in use. It looks like typical tables have little cover, little safe approach, and little close quarters fighting - thus that 8" range just doesn't get a time to shine.

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
Krazed Killa Kan





Denver, Colorado

I'm a bit biased, but no, I don't miss the days where 2 models get 17 hits that ignore cover and armor.

Honestly, I think flamers need just a tiny bit of a nerf - chiefly in that they always, ALWAYS, hit - after advancing, on overwatch, at flyers, etc. I think in some situations they should have limited effectiveness.

Though, they should bring back flamer's ability to ignore cover saves.


"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Fixture of Dakka





When most of your AT is CC, and the LR has 2xSuperAwesomeFlamers, it can be painful.

Or you have a bunch of Scytheguard in your face, and want to lock 'em down.

The basic flamer isn't OP, but there are some scary options that use them.

(Although many of the scary options are overcosted anyways, so not really a problem competitively.)
   
Made in gb
Norn Queen






All D6 weapons should be 2D3 instead.
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Flamers should be 1d6 hits +1 hits for every 10 models. So agaisn't a 30-man unit they hit 1d6+3 times. Probably make them 1 or 2 points more expensive (For the cheaper flamers, more expensive and heavy flamers should receive a bigger point costs)

And they shouldn't be able to hit flyers.

This message was edited 1 time. Last update was at 2017/11/21 15:52:12


 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 nl
Longtime Dakkanaut




Standard flamers should be Assault 6 8" S3 AP- D1.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 BaconCatBug wrote:
All D6 weapons should be 2D3 instead.

Or D3+2 would work too. Gives a min3/max5 spread. Much better than min1/max6

   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

But that doesn't fix that Flamers aren't good enough agaisnt hordes as they should.

 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
Clousseau





East Bay, Ca, US

Flamers: Weak against hordes, strong against single targets and flyers.

By design.

Not going to complain though. Gaunts need any help they can get.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Maybe Flamers should get an addition D6 if the target unit contains 10+ models? And make it 10" range?

I'm pretty sure both of those changes would make Flamers worth their point cost.

   
Made in us
Fixture of Dakka





Or always hit only on a natural 6, but get 1 attack per model in the unit?

Lots of interesting ways they can do it. The "if the target unit contains 10+ models" mechanic, if it were widely available, would feel janky (twice as effective vs a 10-man Wyche squad than a 9-man?).
   
Made in nl
Longtime Dakkanaut




Bharring wrote:
Or always hit only on a natural 6, but get 1 attack per model in the unit?

Lots of interesting ways they can do it. The "if the target unit contains 10+ models" mechanic, if it were widely available, would feel janky (twice as effective vs a 10-man Wyche squad than a 9-man?).


Always hit on a natural 6? What good would that do?
   
Made in us
Fixture of Dakka





Against 30-man units, you'll average 5 hits. Against a Flyer, you're unlikely to hit.

I don't think I tuned it right - perhaps a 5+. But the point is, more hits on more models, and scales without big breakpoints. Worse vs 1-model or 5-man units, better vs 10-man units.

(Specifying 'natural' 6, because impacts on aim shouldn't impact hits on a flamer.)

This message was edited 1 time. Last update was at 2017/11/21 18:14:48


 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

You have to be careful with extra dice combined with auto hit because of over watch. 2d6 against 10+ units doesn't seem big when you're talking about hordes (although on average that's still 3 dead boy that would make your points back instantly) but 4d6 (2 in the shooting phase, 2 in overwatch) auto hits against an assaulting unit can kill a massive chunk of a unit with no way to dodge it

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Yeah, +1d6 hits for every 10 models is too big. +1 hit for every 10 models is better.

Agaisnt a 30 man unit, your damage doubles compared with a 1-9 man unit. And the break points aren't as big.

 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
Fixture of Dakka





I kinda wish it scaled faster. It should roast Gaunts. Lots of fried turkey (Marines need Thanksgiving, too!). But should be a minor threat to a flyer.

D3 per 5? That way, the Flyer takes 2 hits on average, most squads take d3 or 2d3, and 30 man hordes take 6d3.

(Not that I want Gaunts nerfed, but Flamers should do mean, mean things to them. Gaunts should be balanced around that - along with Conscripts and such.)
   
Made in us
Longtime Dakkanaut



Cheyenne WY

 Galas wrote:
Yeah, +1d6 hits for every 10 models is too big. +1 hit for every 10 models is better.

Agaisnt a 30 man unit, your damage doubles compared with a 1-9 man unit. And the break points aren't as big.
I think you could better justify D6, +1 per each 10 models Over the first ten.....a little less fierce, and other weapons do use a simular formula.

The will of the hive is always the same: HUNGER 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Bharring wrote:
I kinda wish it scaled faster. It should roast Gaunts. Lots of fried turkey (Marines need Thanksgiving, too!). But should be a minor threat to a flyer.

D3 per 5? That way, the Flyer takes 2 hits on average, most squads take d3 or 2d3, and 30 man hordes take 6d3.

(Not that I want Gaunts nerfed, but Flamers should do mean, mean things to them. Gaunts should be balanced around that - along with Conscripts and such.)


Flamers shouldn't hit flyers.

And thats too brutal. I assume you are trying to balance it from the perspective of Tac Marines having max 2 flamers per unit. But think about untis like Sisters of Silence or Thousand Sons with their all flamer squads.

Flamers are a cheap-anti horde weapon. d6 hits +1 for every 10 models after the first 10 ones is good enough for a weapon that cheap. They shouldn't destroy hordes by themselves at least not without a couple of flamers.
We want to balance anti-horde weapons, not to make hordes unplayable.

 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.

 
   
 
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