Does anyone have any tactics against Flamers of Tezhneec from the Daemon army, or daemons overall? It's easy to overkill the flamers when you have the steagadon and engine of gods (works always for me), but if you do 1000 pts battles, is there any idea to include an god engine? I play a balanced army, that means I have balanced amount of ranged, magic and close combat units. Sometimes I like to go magic crazy tho, especially in higher point battles (ie 3000-4000)
Flamers of Tzeentch are better than the used to be, and they are 35 points instead of 50. They are close to overpowered. However; Best ways to deal with them (in my opinion in order of effectiveness)- Scar - vet with great weapon with Charm of Jaguar warrior. Works only really if you have a slann, so they burn their dispel dice. Charge them. Engine of the Gods them. Razordon them (not very reliable, but better than skirmishers). Magic missile them. Screen them with skirmishers, basically sacrifice them. Run away from them. Good luck, you're going to need it.
Does throwing a Jagvet at them actually work? I'm always worries about their stand and shoot, although I guess they would be at a -2 to hit.
Well lets look at what flamers can do.. s4 flamable attacks at 24" range, and they skirmish which makes them hell to pick off with ranged.. Magic missiles could work if you decide to be a match in the magic phase for your tzeentch opponent, drop rocks from terradons may be of use on that unit and 1,000 points should be enough to field a unit of 3, and as the attacks are only s4, you shouldnt have to worry too much about frontal charging with heavy units such as a scar vet (as has been stated but i suggest you bring yourself a shield along for the extra armor seeing as they have 2 attacks at s5 in close combat) or Cold one Cav. Kroxs are a little soft to run in head on but if you have some skirmishers sacrifice themselves it would work out.. Be wary of their initiative though, its not high but its definitely a lot higher than most of our army so if you get tangled into a fight you will most likely loos considering how O.P. they are (i mean seriously, a damn effective ranged unit and then they make them 2 wounds 2 attacks s5 flaming attacks in CC??! W2G GW -.- ) try and get them with the drop rocks if you can (but magic would be best as it will ignore rules for skirmishers) and if all else fails, get them tied into CC with a cheap unit so they are all bunched together so you can charge with another unit.. Or you can avoid them Try and overrun a unit next to them and get an accidental charge on the flamers which = no stand and shoot I'm just tossing out ideas...
they would be at a -2 to hit and they also are only s4 ranged attacks which means his AS wont be affected much.. but you are tossing him into a CC that he will lose by himself
Chameleon skinks would work ok, as they get that nice -2 vs ranged attacks and can conceivably still double fire so long as you get to close range or you don't move that turn. It should be enough to pressure the flamers into a charge, in which case you can flee and deprive them of that one round of shooting at least. Follow up with a Terradon flyover and you might just wipe them out.
Scarvet could get melted, but if you have the charm, you can try to get within 10" before the start of the magic phase. Then they can't stand and shoot.