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Why not play with Devi squads


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They are the same cost as the Space Wolf ones but the Space wolves can have 5 weapons in thier Long Fangs and split fire so if I was playing Space Wolves I would take heavy weapon teams. For my Blood Angels currently I am working on gettting some Autocannon/Lascannon preds together though I have had fun with 3 Assault Cannon Dreads as well in my very Assault Cannon Heavy list I was trying.
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Because - like brother Aarkon said - their armor is red and they are not called Long Fangs in their unit entry. Actually, Long Fangs are the only dev-type unit which is worth to be fielded and this is 50/50 due to their points cost AND unit special rules. BA devs don't have these.
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Kap, devs are a better choice for us then normal marines due to the reduced cost, but its still hard to justify most of the time. the sheer mobility of the rest of our stuff makes a completly static unit like Devs hard to justify.
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I think BA Devs are actually better than Long Fangs. The Heavy Weapons are the same price. Long Fangs have Split Fire but just one wound can take it from them and they can have no meat shields. BA Devs can take bolter marines as meat shields and use Combat Squads to get a permanent Split Fire effect.
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all the games I have played I'v had one squard of devis whith me to do anti tank stuff, and quikly learned that it needs to be a 10 man squard to work good but then I feel they rock split them in combat squards to make sure they can fire at two difrent targets and when shot at remove bolter men to keep the heavys as long as posibol :rolleyes:
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I always include a dev unit in my BA army. Usually just a 5-man with 4x missiles. It's a relatively cheap unit with long range. I set them in the back where they can see and use them to pick off enemy tanks. They can do some decent damage and generally be annoying.

 

-T.

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I take two, one with 2 plasma and 2 ML, and the other with 2 Las and 2 ML. I pair them with a Rhino RAS each and they complement each other nicely. Also that much firepower really makes my opponents hug cover, perfect for limiting my opponents mobility and therefore maximising the effects of mine.
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Just like the post says, has anyone noticed that Lascannons and other weapons are cheaper in the C:BA than in C:sm?

 

Yep. But I think, if you go with a Dev squad, it's probably not because you need the tank-killing power. 5 man RAS combat squads with melta gun/infernus pistols are our most effective tank-hunters, imo. So, my Devs tend to go with other weapons because even though the lascannon is cheaper it still eats up a ton of points.

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I like Devs... and if you pick up a 10man squad with a razorback, they get extremely versatile.

Combat squad them any way you like... then they can split fire,

Or you can hold one back and have a throw-away distraction 5 man tac squad racing toward their lines

(or tying up something nasty)

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BAs Dev have signus which helps..I used to use a 2xLC 2x ML for 160 pts..I exchanged that for a 3 Multimelt Attack Bike...those are 3 MM shots fast, extreamly mobile , thoughnes 5, 6 wounds...for 150pts...much more effective Tank Hunter IMHO..and fits better in the BA approach.

As a side comment, Long Fangs have not onlythe ability to split fire, on of the weapons can be Twin linked...Their milks shake is much better then ours..not question about it

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I run 2 Dev squads, 2x Plasma cannons and 2x Lascannons, both in Rhinos. They sit and shoot out the top hatch.

Shoot the lascannons first against transports, then drop plasma onto anyone forced to disembark, it's a nasty combo. The signum means one shot is hitting on a 2, so it normally hits, and most transports will usually give up a penetrating hit to a lascannon.

 

As they're in a Rhino, you're protected from getting dragged into combat to an extent, and if anyone's shooting at them they've got to pop the Rhino first.

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I guess the risk of being in the rhino is all it takes is a shake or stun to keep them from shooting.

 

I'm considering a 6 man dev squad in a razorback. If I get Dawn of War, the razor can drive them up to a good spot turn 1, drop them off. Otherwise set them up somewhere shooting and use the razor as mobile cover/lascannon.

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I like to run a 5 man squad with 2 las cannons and a rhino. Sit back pop the top and shoot away. And if you need to get some place else for a better shot the next turn...go the full 18" and BAM side armour...WAT?

 

:HQ:

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I can't see a reason why you wouldn't want to play Devastators. Like Tacticals they are great for camping objectives. If all you play is Non-objective missions you can still use their support. Just be sure you give them some sort of transport.

 

5 man RAS combat squads with melta gun/infernus pistols are our most effective tank-hunters -Isryion

 

If this works for you Isryion...awesome! But my opponents never stay still long enough for me to get so close as to use the infernus pistol. I personally don't like using AS for poping tanks. We have units better made for that. Plus with a five man Ras they get shot up half the time on the way to combat.

 

...I exchanged that for a 3 Multimelt Attack Bike...those are 3 MM shots fast, extreamly mobile , thoughnes 5, 6 wounds...for 150pts... -Ultramarcos

 

Right-on! I use this same squad too. I use this more in non-objective games.

 

War :P

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Apart from teh very big problem that they are not scoring units. So you have to leave a troops unti there as well, which adds significantly to the points cost of taking a Dev Squad - similarly to how an Assautl termie squad may only cost 200pts, but to make it really worth taking, you need a LR which bumps up the cost of taking a term assault squad to 550. Or you dont have a troops choice sittign on your home objective and hope you can at least contest the enemies one to force a draw.
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Kap, devs are a better choice for us then normal marines due to the reduced cost, but its still hard to justify most of the time. the sheer mobility of the rest of our stuff makes a completly static unit like Devs hard to justify.

 

Actually a fast army makes them easier to justify. In a gunline army, they are on the top of the list of infantry to kill which is not cool considering how important their firepower is and how many points you sink into them. In an otherwise assault heavy list like I run they generally get ignored in favor of the 20-30 FCing, FNPing RAS (how's that for acronyms?) at their front door. Although admittedly I'm no expert on gunline armies

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my devis are completely ignored in order to stop my 6 razorbacks and 3 baal preds ramming a bunch of marines down his throat. They hang back and negate wreak havoc on termis, tanks, and high armor save MCs.

 

loadout is 2 pasma cannons, 1 LC, 1 ML and a TLLC razorback.

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I can't see a reason why you wouldn't want to play Devastators. Like Tacticals they are great for camping objectives. If all you play is Non-objective missions you can still use their support. Just be sure you give them some sort of transport.

 

5 man RAS combat squads with melta gun/infernus pistols are our most effective tank-hunters -Isryion

 

If this works for you Isryion...awesome! But my opponents never stay still long enough for me to get so close as to use the infernus pistol. I personally don't like using AS for poping tanks. We have units better made for that. Plus with a five man Ras they get shot up half the time on the way to combat.

 

 

War :)

 

 

Usually, this works for me because they either have JP and can move 12 inches or I DS them in with descent of angels. The melta usually get the 2d6 and the infernus often just a D6 + melta. If all this fails, we assualt (unless we DSed) with the PF. The reason they work for me is they are a scoring unit as well and suited for a variety of tasks. They do get a lot of focus fire, but it's usually AFTER they pop a tank.

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a 135 point RAS (or less depending on how you load it out) is great for knocking out tanks and very often costs less than the tank they are sent to destroy, so even if they are killed off in the process, it's still a wash for you at worst. more than likely though, they are one of like 4 or 5 scoring units and they will be DS and popping said tank as the rest of your army crashes into his lines.
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Even with the PDF-codex I've always like using Devs... they are tad cheaper now but the issue for me is - all of the other cool stuff!

 

I can take fast vindies, stormravens, or shooty dreads now instead. While the dev squad is likely more efficient, I'm still having too much fun trying all of the 'shiny' things.

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