xenosmk2 Posted November 26, 2009 Share Posted November 26, 2009 Ok guys I know dev marines have been getting left on the shelf a lot lately, a lot of you have loads of expeiance with them. What tips/load-outs would you suggest on making them a productive part of a force? Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/ Share on other sites More sharing options...
Hfran Morkai Posted November 26, 2009 Share Posted November 26, 2009 Four missile launchers! (Almost said five! Silly Wolf) Seriously, long range can deal with infantry or light to heavy vehicles (if you're incredibly lucky) and cheap. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2196816 Share on other sites More sharing options...
kaiserstole20 Posted November 26, 2009 Share Posted November 26, 2009 I like 4 missile launchers in a 7-man squad. It gives them enough ablative wounds without too much waste. I also like that it allows me to take a storm bolter on my captain/chapter master and get back to 5 point increments rather than having 2 points just hanging out unused. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2196820 Share on other sites More sharing options...
Hfran Morkai Posted November 26, 2009 Share Posted November 26, 2009 Also I forgot, cover is your friend with Devastators, a 4+ cover save is nice if they get you with low AP weapons, perhaps a single expensive weapon such as lascannon to benefit from the Signum from the Sergeant. Also a razorback can seriously up the squads firepower, and starting nice and cheap! Great to support an armoured rush with a twin-linked heavy bolter or sit back and provde more firepower that lasguns can't hurt. I've also heard people talking about using five man squads with two heavy weapons in a rhino as a fortress, they can shoot two weapons out of the top hatch, but if it gets blown up there's a chance of losing a marine and getting pinned. But cover is one of the most important things to consider, along with arcs of fire, high ground enables good fields of view without sacrificing a turns shooting. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2196826 Share on other sites More sharing options...
Grey Mage Posted November 26, 2009 Share Posted November 26, 2009 3x Missile Launcher and Lascannon- combat squad, use the Missile Launchers against transports, and the Signum and the Lascannon hunt things like Dreadnaughts and Vindicators/Predators/Hammerheads. 4x Lascannon- Expensive, but then again it hits like a ton of bricks. Also good at killing TDA and Meganobz in particular.... and those damn extended carapace Carnifexii. 4x Plasmcannon- Good anti-horde, good at wiping squads whove been forced out of their now dead transport, and not horride at popping transports themselves. 4x Missile Launcher- Good light-medium tank killing support, runs on the cheap side. Best when Combinationed with a TLLC Dreadnaught about 6-8 apart. The Dread gives a creditable CC threat and can help with killing enemy armor- particularly with the plasmcannon squad. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2196875 Share on other sites More sharing options...
minigun762 Posted November 26, 2009 Share Posted November 26, 2009 I'd go with 3 Plasma Cannons and 1 Heavy Bolter. 1) All the weapons are the same range 2) All the weapons are usseful on the same targets, light/heavy infantry, light armor, MCs 3) The Heavy Bolter can benefit more from the BS5 Signum then the Plasma Cannons can 4) The Heavy Bolter provides some consistent firepower incase you get some bad scatters 5) The Heavy bolter cheapens up the squad a tiny bit and is safer Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2196996 Share on other sites More sharing options...
xenosmk2 Posted November 26, 2009 Author Share Posted November 26, 2009 Good tactics I like the sound of the 3 ML and 1 LC, as lascannons are so expensive and the signum can only affect 1. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2197013 Share on other sites More sharing options...
Cadarn Posted November 27, 2009 Share Posted November 27, 2009 I run with the three ML and one LC. Chuck them in cover with a good line of sight. A tall building is ideal, and they can be superb. One might even say devastating. They can hurt the hordes, hit elite infantry, splatter monstrous creatures an are in their element when popping light armour. Key caution points are: Deployment is everything. Anticipate your opponents game plan and use them to back up your own. Don't get greedy. Don't waste their shots against av14. It may look like a bit juicy target, but that is what your opponent wants you to do. Better to take out that rhino, trukk or waveserpent which is all set to deliver his troops off at the objective. It might not kill the unit insde, but it will mean they have to footslog, removing their threat from the game. For a turn or two and giving you room to breath. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2197402 Share on other sites More sharing options...
pingo Posted November 27, 2009 Share Posted November 27, 2009 What do you guys reckon about 2x PC and 2x LC? It's expensive, but might work as an all-rounder that will probably punish whatever it hits? Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2197945 Share on other sites More sharing options...
tubo10 Posted November 27, 2009 Share Posted November 27, 2009 i used the 2x PC and 2x LC several times and i loved it, i say its worth it. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2197967 Share on other sites More sharing options...
hazardousZERO Posted November 27, 2009 Share Posted November 27, 2009 Ive used 2 LC and 2 ML they work well together. Im trying 2 HB and 2 ML on sunday ill let you know how it works out. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2197996 Share on other sites More sharing options...
minigun762 Posted November 27, 2009 Share Posted November 27, 2009 What do you guys reckon about 2x PC and 2x LC? I'm not sure they would work together that well, unless all you're trying to shoot them at is Terminators or 2+ save MCs. I wouldn't trust the Plasma against medium/heavy armor and the Lascannons seem like overkill against Marines and wasted on horde. I think 2 PCs and 2 ML would be better, since you could drop 4 cup cakes on horde or 4 high S low AP shots against heavy infantry and its cheaper. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198004 Share on other sites More sharing options...
hazardousZERO Posted November 27, 2009 Share Posted November 27, 2009 I agree with minigun the only thing to worry about is the PC overheating which happens and Sucks especially when its your last deve...(yea it happent to me a few times) Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198008 Share on other sites More sharing options...
Bannus Posted November 27, 2009 Share Posted November 27, 2009 I agree with minigun the only thing to worry about is the PC overheating which happens and Sucks especially when its your last deve...(yea it happent to me a few times) Wait....really?....only a few times??!! Will you sell me your dice? Because my plasma cannoneers have about a 1:1 kill ratio (others/themselves)! :) Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198023 Share on other sites More sharing options...
hazardousZERO Posted November 27, 2009 Share Posted November 27, 2009 I agree with minigun the only thing to worry about is the PC overheating which happens and Sucks especially when its your last deve...(yea it happent to me a few times) Wait....really?....only a few times??!! Will you sell me your dice? Because my plasma cannoneers have about a 1:1 kill ratio (others/themselves)! :) The only reason is i dont use them that often. But sure ill sell you them...kidding Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198031 Share on other sites More sharing options...
pingo Posted November 27, 2009 Share Posted November 27, 2009 Perhaps in a 10 man squad, combat squad them with the 2 PCs in one squad with the 2LCs and the Serge with signum in the other? That would allow splitting of fire at least. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198074 Share on other sites More sharing options...
minigun762 Posted November 27, 2009 Share Posted November 27, 2009 I feel like you really want Lascannons, that the Combi-Predator is the way to go. 120 points for 2 Lascannons and an Autocannon (which is as good if not better then Lascannons for light armor) is a steal. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198084 Share on other sites More sharing options...
pingo Posted November 27, 2009 Share Posted November 27, 2009 I feel like you really want Lascannons, that the Combi-Predator is the way to go. 120 points for 2 Lascannons and an Autocannon (which is as good if not better then Lascannons for light armor) is a steal. I think what's steering me towards LCs and PCs is that I don't really fancy going with the other options and want to find a way to use them well, lol. HB: not sure this is good in a devastator squad unless you're specifically after anti-infantry, which I don't think I am. MM: great weapon, but the range seems too short for a squad that is probably best hanging back in support. ML: I think this is one of the best and most versatile weapons marines can field, but it seems a little... dull... perhaps I'm just bored of modelling and painting them! Probably the most optimal loadout is 4x ML as that would be good at armour, and both light and heavy infantry. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198089 Share on other sites More sharing options...
hazardousZERO Posted November 27, 2009 Share Posted November 27, 2009 True but a trick ive learned is call them rocket launchers cuz you cant spell missile without MISS Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198093 Share on other sites More sharing options...
minigun762 Posted November 28, 2009 Share Posted November 28, 2009 I feel like you really want Lascannons, that the Combi-Predator is the way to go. 120 points for 2 Lascannons and an Autocannon (which is as good if not better then Lascannons for light armor) is a steal. I think what's steering me towards LCs and PCs is that I don't really fancy going with the other options and want to find a way to use them well, lol. Well don't let me distract you from you goal. ;) In the end, its your army so you gotta like it right? In that light, as long as you target them at 2+ save units first and foremost, I think you'll be just fine. They will make good MC/Terminator killers. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198263 Share on other sites More sharing options...
gdeathlegion Posted November 28, 2009 Share Posted November 28, 2009 If your army has decent anti-tank I would consider 8 man squad with 3 HB and 1 PC, use the signum for plasma cannon fire. This is a very effective anti-infantry killing squad. Don't forget cover! Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198304 Share on other sites More sharing options...
captain sox Posted November 28, 2009 Share Posted November 28, 2009 oddly, I run 2 Dev squads. First is 4 HB to support my assult squads. This is an 10 man squad. The Sergeant has a storm bolter too. Second is 4 LC to support everything else. This is a 6 man squad. The Sergeant has Bolt Pistol and Chainsword. Works pretty well. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198750 Share on other sites More sharing options...
spjaco Posted November 28, 2009 Share Posted November 28, 2009 I have two dev squads. One features a Heavy Bolter, two rocket launchers, and a lascannon. In the other its two Plasma Cannons, a rocket launcher, and a lascannon. Either way I have a lot of range with a lot of power. Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198810 Share on other sites More sharing options...
chapter master 454 Posted November 28, 2009 Share Posted November 28, 2009 All heavy bolters: the Spray and pray of doom, 12 shots at str5 is quite nasty, anti-infantry of death and AV10's bane surprisingly (saw a land speeder getting nailed by it) All Plasma cannons: point, shoot and wear oven mitts. This line-up will demolish anything bar chuck norris and AV13 and up. All Lascannon: Shoop da emprahs whoop, this line up is expensive but will hit like a freight train to any tank. Armour is something this eats for breakfast All Missle launchers: Frag spam and krakking acts. This combo is the most verisitle and remember, frags do more damage to MEQs than kraks. All multi-meltas: For all those vulkan lovers. Short range but a very powerful deterrant when put next to some troops for any transport or heavy tank Thats my 2ooth of a pound sterling Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2198876 Share on other sites More sharing options...
Frater Marcus Scipio Posted November 29, 2009 Share Posted November 29, 2009 Normally I find that I like to use just two PCs in a rhino. As such I find that a sternguard squad works better for me. 2 PCs in the squad ends up a bit cheaper than 2 in a dev squad and I get better CC and better bolters in the bargain... Link to comment https://bolterandchainsword.com/topic/185765-devestator-marines/#findComment-2199201 Share on other sites More sharing options...
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