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Flamers and Melta... underwhelming?


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I would strongly disagree that flamers are underwhelming for Salamanders.  With rerolls for hits and +1 to wound/Rerolls for wounds you can take down anything in this game including flyers.  You just have to be smart about your movement phase and use the correct aura's and strats.  

 

Melta on the other hand is not so great for the point cost.  Sure you can pod in and smoke something but that unit is dead the following turn.  The Melta problem will be solved hopefully with a new primaris melta unit.  If they can fit in an impulsor or deep strike, then we are golden.  Also a points drop on melta weapons would be great...

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  • 4 weeks later...

 

How in da Fuq are the new Burna Boyz Specialist Mob better at fire than Salamanders?

Are they, though? Still only d3 hits...
I meant the Mob Rules all around. I already know an ork player who loves to roll with 30 burna boyz and 10 scorcha nobz. He uses the burna boyz as screens with paindok. It's already bad enough to try and charge that..now after reroll shots and reroll wounds, ima leave them alone..

 

he also uses Burna Bommerz...3+ mortal wounds for infantry models with bombs then spend 1 CP Flyin Eadbutt..all units within 6in take 3 mortal wounds..flying bases are huge on the long ends...you can easily drop bombs on units and end movement nearby to also get 3 more via kamikaze...that's an average of 6-7 mortals to one unit

 

3 burna boomers 396 pts

 

Line em up Side by Side an attack run the. Move them one at a time over a juicy target...the outside planes make an x over the target and middle goes straight..land them side by side again 1 inch from target..suicide them all

 

Vs 10 man units that's averaging 20 mortals with bombs and 9 with eadbut... that's an entire centurion unit or almost an entire possessed marines unit

Edited by Debauchery101
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