I've used it for fun in the past but was never quite happy with how it performed, took too many casualties too often. It was my favorite unit back in modded PG2.
I'm trying to think of a way to abuse its insane 140% RoF, and I'm just thinking out loud here. But 140% RoF means that a 10 strength flamm has 14 shots and can kill a 14 strength conscript! So probably better suited to the eastern front
Biggest issue is because it's classified as a tank so fighting in close terrain will cap that decent initiative so will regularly take casualties because infantry don't get capped, even though it ignores entrenchments. Without that initiative cap it would be a completely broken unit. Bunker busting ability is not a big deal since it only has 1 hard attack so that's pretty weak.
It can't really attack any soft AT targets because they have high initiative and get a +3 bonus against tanks, yikes, so that only leaves taking fights against infantry in the open and against artillery. It can't really efficiently clear cities because his initiative is capped at 1 in city hexes and experience doesn't help either, so needs the target to be fully suppressed first. I guess it can fight on hill hexes against infantry since those are capped at 5 initiative, but forest and bocage etc is really bad for flamm.
I love the concept of flamm but you obviously have to use overstrength on him to get the max benefit from high RoF, but then you're likely to suffer easy casualties if you don't fully suppress so I'm not sure whether I should invest in it for my current GC run. I've done a bit of testing with giving my flamms all imaginable heroes from 3 attack and defense to other stuff, but doesn't impact the outcomes or the gameplay too much.
Am I missing something obvious here, or does that about sum it up?
Also, does anyone know what the highest kill ratio % cap is? From memory it's capped at 81% kills right?











