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D-Company Forum > Index Astartes > Space Marines > Are Devastators worth it?


Are Devastators worth it?
 Moderated by: Derling  

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Well, are they?
1 7 (70.00%)
2 3 (30.00%)
10 votes
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Pen dull
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 Posted: Tue Jun 9th, 2009 06:07 pm

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Are Devastators worth the points you pay for them?



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TimSchmidt
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 Posted: Tue Jun 9th, 2009 07:09 pm

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Devastators are worth it when you take missile launchers or heavy bolters.  I prefer missile launchers because they can engage both vehicles and infantry.  they only cost 15 each.  

I'll place those lascannons in my tactical squads.

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 Posted: Tue Jun 9th, 2009 08:06 pm

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The fact that you are able to take 4 HW in a squad makes them worth the points.  I am having the same problem with the gits, but I am realizing that I have been thinking about the ork army the wrong way, and am now coming around to a different view about all of my ork stuff.  Things are about to change:).

 



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 Posted: Tue Jun 9th, 2009 08:42 pm

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I used to think Havok squads where overpriced until I got owned by one at Napoleon's.

Then they became a staple in my army at least 1 unit some times 5.

Yes chaos cheese when you gave a Havok squad a mark they became elites :D in the old codex.

Put a unit down and watch how you dictate where the other guy is going to go or not go in this case.

Take 10 full squad and it is extremely hard to get to the guns you want to kill.

Downside is no mobility and you may get pushed back in the deployment zone if you want to put them into that great 4+ cover area.

With my new codex I have been playing a much more rounded list relying less on Heavy support because the Chaos troops are just that freaking awsome.

Don't get me wrong I still field 2 allways but not always 3 Heavy slots full or I use cheaper heavies than I used to instead of the big Havok squad.

 



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 Posted: Wed Jun 10th, 2009 07:11 pm

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TimSchmidt wrote:
Devastators are worth it when you take missile launchers or heavy bolters.  I prefer missile launchers because they can engage both vehicles and infantry.  they only cost 15 each.  

I'll place those lascannons in my tactical squads.


Last night I removed one Devestator squad from my list. Instead of two 8-man squads each with two missile launchers and one heavy bolter I saved a little over 200 points and made it one squad of 9 with four missile launchers.

I liked the four missiles, but there is this little bug in me that wants to make one weapon a different weapon.

The reason why? The Signum. So say your Devs have two targets of opportunity. They could either fire at the Ork battlewagon or the unit of 'Ard boyz nearby.

If the unit had four missiles, one could do four frags at the boyz or four kraks at the wagon. Each one could use the Signum to make one hit on a "2."

However, if one weapon was different... say if one of the missiles was a H.Bolter, the Devs could still use the Signum on a missile if shooting at the battlewagon, but if they chose to shoot at the 'Ard boyz then they could use the Signum on the H.Bolter, possibly really scoring home some hits.

I kinda like mixing it.

I also need to get a few guys carrying a lascannon. I'd like to put them in Combat Squads. I currently field three tac squads (6 combat squads) and all the Sarge-less squads get a Plasma Cannon. It works out pretty well, but lately, with my immobile load-out I think Lascannons might work a little bit better in terms of popping my opponent's transports.



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 Posted: Fri Jun 12th, 2009 07:44 pm

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In the new rules you need something to have a chance again 14 armor especially land raiders.

I prefer not dividing my fire in dev squads because I will always miss the one thing I really wanted to kill.

 

 



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 Posted: Sun Jun 14th, 2009 02:07 pm

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The way to do it is to take a full 10 man dev squad. lascannon and 3 of something else.

sgt goes with the lascannon. Its risky becuase the squad can get shot up, but he's effectivley a large target sniper. This unit has two jobs: 1.)Kill something important, 2) stay alive long enough to accomplish mission #1.

Being from the old school of 40k, when squads came with certain load outs, I'm still a fan of the other squad with a missle launcher and two heavy bolters. It gives you a strength 8 shot if you need it, but the missle launcher works great with two heavy bolters and two regular bolters.  More recently, I've been leaning towards a three heavy bolter set up in the age of thirty strong mobs of orks. Its effectively a 5 man crew with 11 shots at range, which in a troops only score ruleset is not bad, and without a "heavier" heavy weapon, they seem to get ignored more.

I used to run missle launchers in my tac squads fairly exclusively, but since the rise of Vulkan Hestan, multi-meltas are starting to replace most, but not all of the missle launchers there. Even the short range of the mm is ofset by the re-roll. with the bonus point for armor pentration and the potential for 2d6, I'm finding that a five man combat squad with one is an anchor that few opponents will send their heavy stuff to challenge.

Finally, your other option for  a lascannon is the five man sternguard unit. It's the cheapest way to take two in a squad in the space marine list, although it does cost you an elite slot.



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 Posted: Mon Jun 15th, 2009 06:34 pm

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crterry wrote: The way to do it is to take a full 10 man dev squad. lascannon and 3 of something else.

sgt goes with the lascannon. Its risky becuase the squad can get shot up, but he's effectivley a large target sniper. This unit has two jobs: 1.)Kill something important, 2) stay alive long enough to accomplish mission #1.

Being from the old school of 40k, when squads came with certain load outs, I'm still a fan of the other squad with a missle launcher and two heavy bolters. It gives you a strength 8 shot if you need it, but the missle launcher works great with two heavy bolters and two regular bolters.  More recently, I've been leaning towards a three heavy bolter set up in the age of thirty strong mobs of orks...


I dig the Large Target Sniper combat dev squad.  I gotta get me some dudes holding Lascannons.  The thing about the orks, however, is that just as dangerous are those nobz squads.  A lascannon sniper will remove an ork biker or an ork nob in a single shot.  FNP can't be used.  That's a big big big deal towards the end of the game when the inevitable nob charge hits home.  Each nob could represent four marine casualties.  The 15pts for the lascannon seems pretty damn cheap at that point.

I've got ten AOBR terminators, assembled, primed white.  I'd love to trade for Lascannon-toting marines!  Or even just the lascannon bits...



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 Posted: Mon Jun 15th, 2009 08:45 pm

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crterry wrote: The way to do it is to take a full 10 man dev squad. lascannon and 3 of something else.

sgt goes with the lascannon. Its risky becuase the squad can get shot up, but he's effectivley a large target sniper. This unit has two jobs: 1.)Kill something important, 2) stay alive long enough to accomplish mission #1.

Being from the old school of 40k, when squads came with certain load outs, I'm still a fan of the other squad with a missle launcher and two heavy bolters. It gives you a strength 8 shot if you need it, but the missle launcher works great with two heavy bolters and two regular bolters.  More recently, I've been leaning towards a three heavy bolter set up in the age of thirty strong mobs of orks. Its effectively a 5 man crew with 11 shots at range, which in a troops only score ruleset is not bad, and without a "heavier" heavy weapon, they seem to get ignored more.


Agreed. 
I also enjoy just taking a two- lascannon dev squad, mounted in a razorback.  That's three lascannon on the move, one of which is pretty much always firing/twin linked.

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 Posted: Mon Jun 15th, 2009 09:37 pm

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Mark, I have a couple of lascannon guys I could part with if you don't mind breaking out the paint stripper.

I'd love the terminators.



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 Posted: Tue Jun 16th, 2009 06:06 am

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I also enjoy just taking a two- lascannon dev squad, mounted in a razorback.  That's three lascannon on the move, one of which is pretty much always firing/twin linked.


Three on the move?



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 Posted: Tue Jun 16th, 2009 12:42 pm

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Pen dull wrote:  
I also enjoy just taking a two- lascannon dev squad, mounted in a razorback.  That's three lascannon on the move, one of which is pretty much always firing/twin linked.


Three on the move?


I wasn't sure about that comment either, but i think he must've meant that they are three mobile lascannons (i.e. not stuck in one place like devestators set up in a building tend to be).

 



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 Posted: Tue Jun 16th, 2009 01:59 pm

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Wolf Man wrote: Pen dull wrote:  
I also enjoy just taking a two- lascannon dev squad, mounted in a razorback.  That's three lascannon on the move, one of which is pretty much always firing/twin linked.


Three on the move?


I wasn't sure about that comment either, but i think he must've meant that they are three mobile lascannons (i.e. not stuck in one place like devestators set up in a building tend to be).

 
Yes.  Not stuck in one place.
Apparently the poor verbiage prevalent on these forums is contaigous.;)

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 Posted: Fri Jun 19th, 2009 10:14 pm

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I'd rather take 3 obliteraters for my heavy choice lol

 



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 Posted: Sun Jun 21st, 2009 11:59 pm

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Dacio wrote: I'd rather take 3 obliteraters for my heavy choice lol

 

seconded



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 Posted: Wed Jun 24th, 2009 02:23 pm

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Or 9 in for 3 heavy slots :D

If you are going to Cheese Cheese BIG!



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 Posted: Sun Jul 19th, 2009 05:31 pm

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I think for my army [wolvz] they are worth it because you can't run heavy weapons in the Grey Hunter and Blood Claw packs. For that reason, if you want to have any "heavy" weapons (besides vehicles, or the termi's cyclone missile launchers/assault cannons) you need to have a unit of Long Fangs.

I got the old 2nd Ed. box [shoulder-mounted HB, heck yes!] and they came with two missiles, a HB, and the lascannon - so that's just the kit I use. Ideally I think i want a whole squad of HB and a whole squad of Lascannons (or, using that nifty "pack-leader-can-choose-two-targets" rule, I might go half and half).  My reason for doing so is the fact that in all the games I play I'm either facing a horde or a bunch of tanks...and sometimes both.



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 Posted: Mon Jul 20th, 2009 01:04 pm

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Hi welcome to the forum--

I like having the one heavy bolter in the squad to use with the Signum (in the new Marine dex). You can combine the missile launcher frag template wounds with three quick pops from the str5 HB.

I just recently acquired two lascannons (cterry we still have mins for you in the workshop) and in a 2000 point list am heavily considering putting them in the devs. squads and taking out one missile.

But then I got that. One missile launcher, one HB and a lascannon. Seems like a tame loadout for a dev. squad, non-specialized and jack-of-all-ish.



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