Welcome Guest [Log In] [Register]
Welcome to The White Counsil. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
SM Tactica:; To flame or not to flame
Topic Started: Jul 29 2005, 08:42 PM (129 Views)
Ariakas
Unregistered

this article is from Librarium Online

[size=7]To flame or not to flame, but more importantly where to flame[/size]


Hello all. Welcome to another one of my tacticas. Today we are going to look at the place of flamers in Space Marine lists.

The first thing that everyone needs to know about flamers is that they look much better on paper then they actually perform. The main reason is its extremely short range. The flame template is only 8” long. When considering flamers, you should never think that you would be able to use it more then once in a battle. By thinking this way, you will be less likely to overestimate the effectiveness of these weapons.

Flamers on models that move 6”

Unfortunately, flamers are the easiest special weapons to get a hold of. They come in the basic weapon sprue of tactical squads. Alas, on these tactical squads, they are next to useless.

You see, because the flamer template is so short, a model that moves 6” a turn will have very few if any opportunities to use the flamer. Secondly, a savvy opponent can keep out of flamer range altogether. Consider: 6” move + 8” template = 14”. Only the last 4” of witch are of any use. Basically to use the flamer properly on models that move 6” you need to be within 10” at the beginning of your turn. EVERY unit in the game can move 12” in one turn (6” move + 6” assault) and many can move much farther. Because of this, these models almost NEVER get to use the flamers and of course at that point you may as well have a bolter. Many people learn this the hard way by never getting to use their flamers but hopefully, now that you have been advised, you wont have to go through that.

The most common reason cited for bringing a flamer is to use against Tyranids. This is absurd. Nearly every Tyranid has leaping (12” movement) or Fleet of Claw (extra d6” move in the shooting phase). This makes it nearly impossible to get ANY hits on them with a flamer as they cross the applicable range and assault you in a single turn.

In general, you should keep your flamers off models that move 6”. They just aren’t as effective as a standard bolter.
Quote Post Goto Top
 
Fubarbundy
Member Avatar
The Custodian Guard
[ *  *  *  *  * ]
I think that is not true. If used in a unit in a rhino they are excelent as if you can get close they can damage many models and you do not need to roll t hit. They are also good with assault units that can get up close with the enemy and then assault them. I find them good in imp guard armies as they are more powerful than the standard lasgun or hellgun... but he is probably right in saying they aren't as good on models with a 6" move and no transport
Posted Image

[size=4]Fubarbundy, the Wolfmaster, Commander of the Custodian Guard[/size]
Offline Profile Quote Post Goto Top
 
Captain Andy
Member Avatar
The Arm Of Retribution
[ *  *  *  *  *  *  *  *  * ]
I agree with Fubarbundy ive used flamers to great effect against a number of targets, a lot of people choose to instantly hit by only hitting one model but i find them great TYRANID killers, mind you only after i ran out of raid
Posted Image

"Should you ever feel agony for the loss of your Brothers due to enemy guns, bear through it with a stern smile and let your enemy know that you will get into combat soon enough. His judgement cannot be avoided!

Should your charge falter under heavy resistence, roar your devotion in His name and amount whatever strength you have left at one enemy point and crush it utterly! Let the enemy feel your pain by turning their's into agony!

Should you lay beaten and dying on the field, laugh with pride for even in death our enemies will fear us, leave them with a scar that will haunt them till the time of their retribution!" - Chaplain Valorus

Offline Profile Quote Post Goto Top
 
Fubarbundy
Member Avatar
The Custodian Guard
[ *  *  *  *  * ]
I find them grat anything actually. Its amazing how may guys you can fit under one template and some of them are fail your armour save. they'll kill much more guys than a bolter if you get them close enough. I would go so far to get bolter-flamers for your veteran sergeants in your tactical squads if your thinking about assaulting.
Posted Image

[size=4]Fubarbundy, the Wolfmaster, Commander of the Custodian Guard[/size]
Offline Profile Quote Post Goto Top
 
Captain Andy
Member Avatar
The Arm Of Retribution
[ *  *  *  *  *  *  *  *  * ]
No i think using flamers can indeed be very effective, if you have enough they can have huge effects esspecially against things with bad armour saves, like, eldar, orks, tyranids, space wolves :lol:
Posted Image

"Should you ever feel agony for the loss of your Brothers due to enemy guns, bear through it with a stern smile and let your enemy know that you will get into combat soon enough. His judgement cannot be avoided!

Should your charge falter under heavy resistence, roar your devotion in His name and amount whatever strength you have left at one enemy point and crush it utterly! Let the enemy feel your pain by turning their's into agony!

Should you lay beaten and dying on the field, laugh with pride for even in death our enemies will fear us, leave them with a scar that will haunt them till the time of their retribution!" - Chaplain Valorus

Offline Profile Quote Post Goto Top
 
Fubarbundy
Member Avatar
The Custodian Guard
[ *  *  *  *  * ]
Space Wolves only have bad saves when im rolling :P
Posted Image

[size=4]Fubarbundy, the Wolfmaster, Commander of the Custodian Guard[/size]
Offline Profile Quote Post Goto Top
 
Captain Andy
Member Avatar
The Arm Of Retribution
[ *  *  *  *  *  *  *  *  * ]
thats what you get for having pedigree chum a ;mdr; rmour
Posted Image

"Should you ever feel agony for the loss of your Brothers due to enemy guns, bear through it with a stern smile and let your enemy know that you will get into combat soon enough. His judgement cannot be avoided!

Should your charge falter under heavy resistence, roar your devotion in His name and amount whatever strength you have left at one enemy point and crush it utterly! Let the enemy feel your pain by turning their's into agony!

Should you lay beaten and dying on the field, laugh with pride for even in death our enemies will fear us, leave them with a scar that will haunt them till the time of their retribution!" - Chaplain Valorus

Offline Profile Quote Post Goto Top
 
« Previous Topic · LDTTW Archive · Next Topic »
Add Reply

Via Domus created by Steve of the ZetaBoards Theme Zone