Flamers

Light and Heavy Infantry

 * Flamers do more or less similar damage across all infantry, including light infantry and heavy infantry, with only trivial differences.
 * Flamers differ in effectiveness based on the wielder of the weapon, but are only small.

Light buildings
Flamers do good damage to light buildings, such as power generators and listening posts.

This advantage varies in how good it is depending on the unit with the flamer.

Early game units ordered by Basic Ranged DPS to Light Buildings
 * Units start out comparatively stronger or weaker vs light buildings in Tier 1
 * Units change in comparative effectiveness as they gain special weapons
 * Guardsmen flamer and scout flamer is relatively a bigger buff for them than to tactical space marines.


 * The lower the population cost and the more the special weapons the better
 * Lower population squads may allow you to have more flamers for a given army size, which is hugely beneficial for raiding.
 * For melee units Flamers are good because:
 * Firing on the move lets you weaken enemies you chase.
 * You can attain a positional advantage by putting the melee unit on Hold Ground, and relying on the flamer to destroy the structure.

Beast and Daemon
Flamers tend to do 2 or 3 times as much damage to beasts (such as krootox) and daemons (such as possessed space marines).

Breaking Morale
Flamers break enemy morale quickly, which drastically reduces their combat effectiveness and reduces enemy movement speed giving an advantage in comparative mobility.

As you proceed through the game there are more ways to counter morale damage but also more ways to inflict it.