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October 29, 2012 in Daily Tips, SCI FI Wargaming, Warhammer 40K by darrell
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Darrell has been asked a question about placing your special weapons in a unit… is there a best place?
Nurgle Bikers with Flamers and some 80/20 beef patties to cook up after they cook the enemy.
Flamers are good, but I think you are a bit too careful with that guys. If you form a line with the majority of the squad and leave the flamer guy in the second rank, he can still fire through the gaps and is one of the last guys to die from shooting. If you get the chance to use a flamer in the shooting phase, you should do it. Especially with the assault squad in the example you will probably charge anyway. If you want to play a squad rather defensive, I’d still prefer plasmaguns for marines. The new rapid fire rules, the BS of the marines and a good Save for “gets hot” are better in this configuration. In the current meta-game, special weapons against Powerarmor and Terminators are more important. Flamers are better in imperial guard platoons. You can get 12 Flamer guys in 5 small scoring units for 260 points in one platoon. If your opponent decides to attack one, he ends up clumped together for the templates of the others and the remaining fire support assets in the army.
why do you want to keep your flamers alive in combat? As fr as im concerned a heavy weapon just takes away from the squads total number of attacks in CC. oce you have reached an assault or your opponent has reached you the heavy weapon has either done it’s job or failed to do it’s job.
The scenario played out with jump pack units seems weird. I think this would have been more beneficial for a defensive tactical squad or a foot slogging assault squad.
A lot of units wont lose an attack from taking a flamer, either they never had two close combat weapons to get the bonus or in the case of chaos marines and storm troopers can have a close combat weapon in addition to their main/replacement weapon and a pistol. For the majority of units that have to chose between +1A and a flamer, a flamer will kill many more than their attacks- especially poor grenadeless Eldar storm guardians and the like.
Very nice way to defend a Sternguard squad with two heavy flamers and combi flamers in the defensive ranks. But with the combination of a drop pod’s Inertial Guidance systems and the 6″ disembark rule it would seem possible to get at least four expendable marines closer to the enemy and still have room for a couple well placed heavy flamer hits. Like a U shaped shooting disembarkation where the “wound marines” surround the target and the templates are the bottom of the U. Making sure the distance for the framers are slightly greater than the other models to live through a round of shooting and wall of fire the assault.
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