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Heavy Flamer in SoB squads


Mosk

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I have noticed that many sisters of battle players run a squad of 10 sisters with 1 melta and 1 heavy flamer mounted in a rhino. now I have some questions about how you use this squad build.

 

Can you move your rhino then pop out your heavy flamer from top hatch and shoot?

 

I have this question above mainly because I cant remember rules on if heavy weapons count as moving when they are in vehicles, I think they do.

 

Would you use a rhino for tank shocking? and How would you set up a good tank shock (keeping in mind that troops are still inside, or would you bail out your troops first?)

 

I ask this because I am an eldar player, and I used to tank shock people all the time with the wave serpents because no one expected it.

 

Could you, 1. Move your rhino so you are within 12-6 inches of the enemy, bail out your sister squad, shoot with your sisters squad (including heavy flamer), then assault with your rhino, then if you are close enough assault with your sisters?

 

and

 

Can you move your rhino, disembark, and shoot with your heavy flamer?

 

When you are playing for kill points or anything else that you do not need troops to capture points (say you are just playing a friendly match), then what would be the optimum way to use this squad set up?

 

I would assume for a mech sister army (moving more towards a immolator spam) you would use your 2-6 sister squads to go capture objects if playing that style, and send all your other immolators to do the attacking, while your sisters stay planted on some objectives.

 

Last thing, because I am currently sold to regular flamers, why should or shouldn't I use heavy flamers?

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I have noticed that many sisters of battle players run a squad of 10 sisters with 1 melta and 1 heavy flamer mounted in a rhino. now I have some questions about how you use this squad build.

 

Can you move your rhino then pop out your heavy flamer from top hatch and shoot?

 

IIRC only if you move up to 6".

 

I have this question above mainly because I cant remember rules on if heavy weapons count as moving when they are in vehicles, I think they do.

 

HF is Assault weapon.

 

Would you use a rhino for tank shocking? and How would you set up a good tank shock (keeping in mind that troops are still inside, or would you bail out your troops first?)

 

Personaly i haven't done this, but try to make it so, that you pile enemies so that flamers can cove many as possible.

 

I ask this because I am an eldar player, and I used to tank shock people all the time with the wave serpents because no one expected it.

 

Could you, 1. Move your rhino so you are within 12-6 inches of the enemy, bail out your sister squad, shoot with your sisters squad (including heavy flamer), then assault with your rhino, then if you are close enough assault with your sisters?

 

Rhino isn't open topped or assault vehicle. Rhino doesn't have WS skill so it cant assault.

 

and

 

Can you move your rhino, disembark, and shoot with your heavy flamer?

 

Up to 12", assault weapon remember!

 

When you are playing for kill points or anything else that you do not need troops to capture points (say you are just playing a friendly match), then what would be the optimum way to use this squad set up?

 

Personaly i use Flamer, Heavy Flamer combo, but HF+Melta or Melta+Melta have their good points. Also consider Evicerator.

 

I would assume for a mech sister army (moving more towards a immolator spam) you would use your 2-6 sister squads to go capture objects if playing that style, and send all your other immolators to do the attacking, while your sisters stay planted on some objectives.

 

Remember that immolators can't carry Troops unless those are shot up first, so it is Rhino you should be using. Also, units using immolators aren't likely to be using Divine Guidance, so it is Meltas for them.

 

Last thing, because I am currently sold to regular flamers, why should or shouldn't I use heavy flamers?

 

You are eldar player: try HF on you self.

That's what I do personally... one Melta Gun, one Heavy Flamer. I think the reason for multiple Flamers is they're a little cheaper.. Dominions don't get the option. I always pay the points for the Heavy Flamer though

 

Reason why i don't use Meltas is that they are difficult to get unless you order them directly from GW. Also, Flamer, Heavy flamer combo gives you many more hits when using Divine Guidance. As for why not to use twin Flamer is that S5 AP 4 is beter than S4 AP5.

Reason why i don't use Meltas is that they are difficult to get unless you order them directly from GW.

 

 

Uh...so do it. How many meltas are you needing? I run four in a 1500 point army...Paying full GW prices four a couple of meltas isn't crippling.

Reason why i don't use Meltas is that they are difficult to get unless you order them directly from GW.

 

 

Uh...so do it. How many meltas are you needing? I run four in a 1500 point army...Paying full GW prices four a couple of meltas isn't crippling.

 

No, it is not cripling and kind of theoretical issue anymore as i managed to scrounge some just recently. I just haven't had a chance to use them yet. And anyway, i do prefer to have those two flamers in my squads for the reasons i just mentioned. Seraphim do anti-tank stuff in my armies.

1 unit of 10 sisters, heavy flamer, meltagun (balance specs) the flamer template will have extra effects on things like open topped, while the meltagun pops anything else, heavy flamer atop 15 bolter rounds (a pistol) with a heavy flamer will balance any use of a flamer or two meltaguns since a heavy flamer can pound 4+ termies with similar math-hammer outcomes. A heavy flamer is a beast, even more-so with a flamer in addition with 5th edition rules stacking the wounds. I have seen a sister unit of 4, flamer and heavy flamer sack 17 gaunts after regrouping and moving forward, poor buggers were pinched between two vehicles.

 

Its a viable and deadly unit, fearful with all those cheap bs4 bolters in addition to the flurry.

1 unit of 10 sisters, heavy flamer, meltagun (balance specs) the flamer template will have extra effects on things like open topped, while the meltagun pops anything else, heavy flamer atop 15 bolter rounds (a pistol) with a heavy flamer will balance any use of a flamer or two meltaguns since a heavy flamer can pound 4+ termies with similar math-hammer outcomes. A heavy flamer is a beast, even more-so with a flamer in addition with 5th edition rules stacking the wounds. I have seen a sister unit of 4, flamer and heavy flamer sack 17 gaunts after regrouping and moving forward, poor buggers were pinched between two vehicles.

 

Its a viable and deadly unit, fearful with all those cheap bs4 bolters in addition to the flurry.

 

Uh, where do you get the info stating that Heavy Flamers do more damage to Open Topped vehicles?

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