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A multimelta or a combiflamer?


Giga

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Alright, so I'm preparing for a local 1750 pts tournament and this is the list I'm going to run:

 

Pedro

Librarian with nullzone & avenger

tac squad with powerfist flamer missile launcher rhino

tac squad with plasma cannon flamer razorback

5 th/ss termies

godhammer LR with extra armor

9 sternguard with powerfist 2x meltagun and rhino

combipredator

2 x mm/hf speeder (squadroned)

 

As you probably can't see, all this here costs 1740 pts. Which means I have 10 points that I have to spend on something. The choice is down to:

 

- a multimelta on the LR

- a combiflamer on the tactical squad with the powerfist

 

Multimelta might seem like an obvious choice, but after lots of playing with my godhammer, I found I don't really use the multimelta much unless it's in a vulkan list. Simply put, most of the time my LR is moving 6-12", meaning I prefer to use its lascannons because they're more reliable + their range makes them great no matter where they are on the table. Even when I'm sitting in place and shooting at an incoming enemy, I usually like to move my LR a few inches to get better lines of sight and stuff, meaning the multimelta doesn't see much use, though it certainly comes in nice at times (especially after suffering a weapon destroyed or two).

 

Combiflamer might not seem like much, but I find it really adds a lot to a forward-moving tactical squad's damage output, what with enabling me to drop two flamer templates out of a rhino's top hatch and all + giving them some real punch for a turn. It also adds to the anti-infantry potential of my list, which I feel is something I need more then additional anti-tank (I think I have enough anti-tank). Finally, it improves the amount of damage my list can dish out in a single turn. However, it's a one shot weapon, and on a unit that generally isn't known for its killiness.

 

The question here is: WHAT WOULD YOU DO? A combiflamer or a multimelta? Something else entirely?

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I might be tempted to take door #3 and instead put a HK Missile on the Combi-Predator. It gives you more tank killing power the first time you fire it.

 

Either that or take a pair of Combi-Melta for the Sternguard squad as backup anti-tank.

The meltaguns on sternguard cost the same as combimeltas. Hence, I feel having two meltaguns is better then having two combimeltas, as meltaguns can be used as many times as I want. On the other hand, losing four special ammo shots isn't something I get overly fussed about anyway.

 

Sadly, I have no combimelta sternguard models, and with the tourney being WYSIWYG...

 

As for the HK missiles, I don't think they're worth it... It's just a krak missile.

 

 

 

 

I too am leaning toward the combiflamer, especially looking at the sort of opponents I'll be fighting (quite a few tyranid, IG, and ork players).

As for the HK missiles, I don't think they're worth it... It's just a krak missile.

 

HK Missile, ST:8 AP:3 Unlimited Range? It's been great for me each time I use one. 10 pts to destroy an Ork Trukk or Tau Crisis suit is gold.

 

As for Combi-Flamer: it too is gold. More often than not, a regular flamer will only see one use in a game. Why not have a bolter attatched to it!!

The meltaguns on sternguard cost the same as combimeltas. Hence, I feel having two meltaguns is better then having two combimeltas, as meltaguns can be used as many times as I want. On the other hand, losing four special ammo shots isn't something I get overly fussed about anyway.

 

Sadly, I have no combimelta sternguard models, and with the tourney being WYSIWYG...

 

As for the HK missiles, I don't think they're worth it... It's just a krak missile.

 

 

 

 

I too am leaning toward the combiflamer, especially looking at the sort of opponents I'll be fighting (quite a few tyranid, IG, and ork players).

 

 

As for the krak missile, it's not a bad a deal as it seems... Consider the combi-pred in your list. Don't have my dex on me, but if I remember right, it's 130ish points. It puts out 2 auto cannon, and 2 las cannon shots. Thats roughly equal to 4 missile shots per turn, or 3+ turns of HK's (at 130pts.) But the HK's can all fire on the first turn... Your combi-pred might not even live 3 turns, or be able to fire for more than 3 turns at full output. Even if it does shoot at full effectiveness for 4+ turns, the damage done to the enemy is also spread accross 4+ turns. By then, most close combat units will have already made your lines in thier intact transports, or been blowing up your troops with long range artillery.

 

Sure, you probably want the pred for the las cannons, and one HK will probably not make much of a difference. But the principle of damage applied early still applies.

 

Warprat ;)

Sure, you probably want the pred for the las cannons, and one HK will probably not make much of a difference. But the principle of damage applied early still applies.

 

Exactly my thinking. If I'm trying to knock out enemy transports, walkers or put wounds on an MC (all of which are prime targets for a Combi-Predator) then having a little extra insurance that the target dies sooner rather then later makes sense to me.

 

Compared to the Combi-Flamer, the HK will be targeting units that are typically more deadly to your army (Vendettas, Chimera, Rhinos, Defilers, Hive Tyrants, Falcons, Nob Bikerz etc) then the Flamer which is really only used on light-medium infantry. Both are one shot weapons, but the different targets seal the deal for me.

Compared to the Combi-Flamer, the HK will be targeting units that are typically more deadly to your army (Vendettas, Chimera, Rhinos, Defilers, Hive Tyrants, Falcons, Nob Bikerz etc) then the Flamer which is really only used on light-medium infantry. Both are one shot weapons, but the different targets seal the deal for me.

 

And at worst, you can shoot it at an MEQ and come out even...

Of the two selections you give, it's really dependant on your metagame. How often do you face high AV/holofield transports? If you said often, take the multimelta. Otherwise the combi-flamer.

 

With those 10 points, though, I'd be tempted to upgrade the flamer in the second tac squad to a plasma gun.

The thing with HK missiles is that, while in a way it is a nice idea to have that one more krak missile for the first turn shooting, I still don't find it reliable enough to be worth the points. If it was 5 points, then I'd probably consider it, but as it is I just feel I can get better stuff instead.

 

Combiflamer is what I'm probably going to take simply because it adds to my anti-infantry. The upcoming tournament is going to have the usual combination of MEQ armies, but also lots of tyranids, orks, and IG. Hence, improving the overall anti-infantry capacity of my aggressive tactical squad is the better idea.

 

Either way, thanks for the input guys. B)

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