Balnor looked over his trusty shield. “What form of abomination do we have now?” He asked himself. They looked like willow-the-wisps hopping and leaping around. They where too fast to catch, but the hand gunners to Balno’s left seemed to be picking them off slowly. Then all of a sudden the closest group of flames belched out more blue flames in his direction. “I hope this shield will stand up to this!” as the air around him ignited.
In this post we will be looking at the Flamers of Tzeentch and their bigger brother, the Exalted Flamer of Tzeentch, and how to use them in Age if Sigmar games.
General Flamer of Tzeentch Tactics
The first point to understand about both the Flamers and Exalted Flamers is that they are not close combat units. Flamers work best 18″ away from the action where they can launch Billowing Warp-flame attacks.
I like the Willow the Wisp nature of the Flames darting around the table sticking a pin in the rear of the enemy units and being a general pain. Obviously they can not win a battle on their own, you will need core troops to hold the front line, however they are fun! I highly recommend adding Flamers to your Chaos army!
Flamers of Tzeentch Strength and Weapons
Flamers and Exalted Flamers are not tough. If your opponent catches up with them then they will die quickly. Their main strength is that they can move quickly and fly over obstacles.
The Flamers best weapon is the Warpflame attacks. This is a 18″ shooting attack that gives each Flamer 3 attacks, 4 for a Pyrocaster, and the Exalted Flamer 6 attacks. Each attack has the usual 4 to hit and 3 to wound, but if you do wound then you get D3 damage for each wound. These attacks can be split between different target units. This is recommended at the end of the turn units that have suffered one or more wounds get another D3 mortal wound half of the time. You only roll once for each unit that has suffered wounds, no matter how many wounds have been caused. This means that if you spread the wounds over several units you get a better chance of causing additional wounds with this spacial rule too.
There is one more feature to note here. If you roll a 1 when you roll for additional mortal wounds, then instead of causing wounds, you repair the unit with D3 wounds. Be ready for much mirth at your expense!
Summoning Flamers and Exalted Flamer of Tzeentch
A unit of 3 flamers can be summoned with a casting value of 6, however if you get a result of 11 or 12 after any bonuses have been added, a unit of 6 flamers arrive.As the average roll on 2D6 is 7, you can expect to summon flamers most of the time. The odds can be improved if the wizard is near Arcane scenery or have a familiar to hand & etc.
A single Exalted Flamer can be summoned with a casting value of 6 too. If you get a 11 or more on the casting result you can summon a unit of 3 Exalted Flamers. Exalted Flamers on Burning Chariots can be summoned on a casting value of 9, with no bonuses on 11+’s.
You do need to have the models available to summon. You may want to think about this when thinking about what models you add to your collection.
- Also buy: Discount AoS Daemon Flamers of Tzeentch from Wayland Games
- Also buy: Discount AoS Daemon Exalted Flamers of Tzeentch from Wayland Games
Exalted Flamer of Tzeentch on Burning Chariot
Currently Games Workshop / Citadel do a model than be build as an Exalted Flamer on Burning Chariot. Riding on a burning chariot gives the Exalted Flamer 14″ move and some close combat ability from the Screamers of Tzeench and Blue Scribes that accompaniment the Exalted Flamer.
In addition to the basic attacks the chariot can cause D3 fly by on a unit during the movement phase ( 50% chance of the time ). The best way to use this is to clip’ target units so that you finish the move as far from danger as possible.