Tumbler
29th Sep 04, 8:20 AM
I was curious about something the other night and decided to play against the AI a few times on hard and harder. Harder was a bit of a challenge but as orks I wanted to try putting flamers into my shoota squads and see how it helped the slugga's in h2h combat.
I came out with 3 slugga squads, one with big mek attached, and 1 shoota squad with 3 flamers. I charged into H2H and found 2 full chaos marine squads and their leader there to great me. In no time at all, the chaos boys were broken, I then put the flamers on their leader and he broke in almost no time. At that point another shoota squad arrive with 3 more flamers. The computer retreats when his squads break so he broke off the engagement but overall I was pretty impressed with the results.
The major downside is when you come up against structures. Taking down turrets/LP's is pretty pathetic with flamers at range.
Flamers work really well if you are just facing troops. Haven't tested them against vehicles but I'd expect them to fair pretty poorly. I'd say for an ork player, the first shoota squad you make, give it flamers and have it backup your 2 or 3 slugga's in that first engagement. If your opponenent isn't paying close attention he'll lose almost everyone in the squad(s) almost instantly after they are broken.
Big Shoota's are still a must but for those first few engagements flamers will give you a huge edge!
BTW don't bother giving the slugga's flamers, I see lots of people talk about doing this and I've found it's just a waste. They barely get a chance to shoot before they are in h2h and I haven't seen them do any good there. Later in the game once armor starts showing up give em rokkit's! And most importantly Nobz, gotta have nobz.
I came out with 3 slugga squads, one with big mek attached, and 1 shoota squad with 3 flamers. I charged into H2H and found 2 full chaos marine squads and their leader there to great me. In no time at all, the chaos boys were broken, I then put the flamers on their leader and he broke in almost no time. At that point another shoota squad arrive with 3 more flamers. The computer retreats when his squads break so he broke off the engagement but overall I was pretty impressed with the results.
The major downside is when you come up against structures. Taking down turrets/LP's is pretty pathetic with flamers at range.
Flamers work really well if you are just facing troops. Haven't tested them against vehicles but I'd expect them to fair pretty poorly. I'd say for an ork player, the first shoota squad you make, give it flamers and have it backup your 2 or 3 slugga's in that first engagement. If your opponenent isn't paying close attention he'll lose almost everyone in the squad(s) almost instantly after they are broken.
Big Shoota's are still a must but for those first few engagements flamers will give you a huge edge!
BTW don't bother giving the slugga's flamers, I see lots of people talk about doing this and I've found it's just a waste. They barely get a chance to shoot before they are in h2h and I haven't seen them do any good there. Later in the game once armor starts showing up give em rokkit's! And most importantly Nobz, gotta have nobz.