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Mmm, super epic flamer nerf


Seahawk

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So, I had a sad when the WD update seemingly nerfed Flamers. Now I have a real sad because they have taken it in the nuts!

 

Compare the two editions (forget that stupid update!) and see if I'm right this time:

 

4th Flamer -> 6th Flamer

 

The Good:

* +1W

* +1 I

* Addition of Reroll 1's for saves

 

The Bad:

* -3 Ld

* -1 Sv

* Instability

* Warp Storm

* Loss of Eternal Warrior

* Loss of Bolt of Tzeentch option

* Loss of Breath of Chaos

* Loss of Warpfire

 

 

 

The weapons and upgrades of the unit are turdtacular too. I mean, it's great that GW sold models, but I feel kicked in the nuts because of these sweeping changes. I've been playing Daemons since C:CSM 3.5, so blarg. On the plus side, Fiends and Beasts of Nurgle got so much better.

 

What are your thoughts on the changes? 

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Time to pawn the flamers and pick up some beasts? After all, Tzeentch is a fickle weakling, and Nurgle's might is eternal.


Edit: Now is as good a time as any to gripe and whine about what a big problem instability is. It reminds me of the old Necron 'Phase Out' rules, and those sucked; having inherent weaknesses in your army choice is dumb. Space Marines get army-wide advantages, but daemons on the other hand get a giant glass jaw that doesn't even have to be tactically exploited- just kill some in CC and a bunch more will die. Terrible rules. 

 

GW has pulled the old 'bait and switch' with flamers and screamers. Buff the units to ridiculous heights, sell a shedload of models then nerf them back into oblivion/reality* to get people to go out and buy whatever the new FotM is. So cynical!

 

 

 

 

 

*delete as appropriate

I think that "rushing out to buy" any unit because it is labelled as really good is a bad idea in the first place. Because the further they rise the harder they fall. I know that no one not playing daemons hated flamers for being (and these aren't necessarily my opinions, just those of my storemates) and I quote "the most broken infantry unit in the game." Now they have been brought down to more manageable levels. I also think Instability reminds me of the VC's rules in fantasy when losing combat, it makes sense as you have plenty of cheap and plentiful options, but I am far from a daemon player myself.

When they were 1 wound and 4+ save it was manageable. Mine died all the time despite my best intentions, and they'd get one or two units. For their hefty price tag, nobody I played thought them OP. Once they went to two wounds for a short time, hell broke loose for some reason.

Well all I know is in our campaign we were playing a  sort of Zone Mortalis scenario and a chaos player took a unit of flamers that single handedly destroyed four seperate players forces (Not completely, but enough to neuter them) over 6 turns, suffering only one casualty before the game ended. Were his dice on fire? Probably, but that sort of thing makes alarms go off for me. A unit single handedly making almost 10 times its points back in 6 turns, crisping HQ choices and troops alike. Lets just say a great many people were unimpressed.

 

There also could have been some cheating for all I know, sometimes these campaigns bring out the worst in people. I was (am) wayyyy too unfamiliar with the Daemons to make any claims, just my observations. I got destroyed by a treacherous eldar player early on.. so.

I'm still running mine with Eldar allies. Last 2 games I played I tabled Grey Knights in Turn 4 (would have been turn 2 if his Stormraven failed a jink save) and Chaos Space Marines in Turn 3. Dark Eldar can still compete but it's a hard army to play snd I tend to either win big or lose big.

my thoughts are that flamers, and basically anything tzeentch in general, are a great way to take on bigger handicap than would otherwise be allowed.  I mean, sure, with any army you can just bring fewer points to the table, but tzeentch lets you go that extra mile, paying points to actually make your opponents' units stronger.

 

We may be looking at the very first 40k unit that is actually worse than useless.

my thoughts are that flamers, and basically anything tzeentch in general, are a great way to take on bigger handicap than would otherwise be allowed.  I mean, sure, with any army you can just bring fewer points to the table, but tzeentch lets you go that extra mile, paying points to actually make your opponents' units stronger.

 

We may be looking at the very first 40k unit that is actually worse than useless.

In the even you flame units with existing FNP, maybe so. In other cases though, you have jumppack infantry with flamers, meaning that 5-6 of them will cause untold damage on hordes, and good damage on MEQ...

 

Doesnt mean I dont hate the Warpflame rule, but calling 23 point flamers worse than useless in the way you do is just very silly. For :cusss sake, its flying flamer attacks costing 23 points while being decently durable. You can project templates pretty much anywhere on the board with that unit, and as such it still obviously has its uses. Just not against plaguemarines and etc..

GML, the problem is that it's only bait and switch for those that were actually baited (ie, new players). The veterans simply get nut-hammered for no good reason, other than giving a different god the time to shine (Nurgle). 

 

The only way I'll take Tzeentch anything now is via Portalglyph or rolling a 12. If I know I'm playing something horde, then Flamers, but sadly no more. Same goes for the Changeling. My friend that has had an all Tzeentch army since early 5th nearly refuses to play with Warpflame...

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