o3gan Posted July 12, 2010 Share Posted July 12, 2010 I am redoing a BA force, and i have a spare 4 ML devastator squad, a shooty termy squad with AC and a scout squad on sprue (not sniper) im wondering is there a place for these units in a BA army any more or should i sell them and use the money to get something more useful like assault squads Link to comment https://bolterandchainsword.com/topic/206267-a-place-for-scouts-terminators-and-devs/ Share on other sites More sharing options...
Leonaides Posted July 12, 2010 Share Posted July 12, 2010 Keep them... There's always a use for units like that- if the worst comes to pass, you can add them into your list to surprise your opponent who wasn't expecting them. I am lucky enough to have enough variety of units that my regular opponents have no idea if i'm going mech, gunline, jump infantry or whatever... Even tho they know i'll almost certainly use my marines, it keeps them honest in that they struggle to take a perfect counter list. If i'd ditched my devs back in 3rd, or all my tac's, or dropped my scouts with the pdf, for example, my current army would be straight-jacketed into whatever the net thought was the only way to play ba. Link to comment https://bolterandchainsword.com/topic/206267-a-place-for-scouts-terminators-and-devs/#findComment-2460808 Share on other sites More sharing options...
Red Fury Posted July 13, 2010 Share Posted July 13, 2010 It's true, variety is the spice of life. Will they have a spot in your most competitive lists?...probably not. Would they be fun to run once in a while?...oh yeah! -Fury Link to comment https://bolterandchainsword.com/topic/206267-a-place-for-scouts-terminators-and-devs/#findComment-2460894 Share on other sites More sharing options...
JamesI Posted July 13, 2010 Share Posted July 13, 2010 I've just returned missile launcher devs to my list. So far, the results are underwhelming, but missile launchers don't fare well against Deathwing. I have yet to try terminators or scouts with BA. Link to comment https://bolterandchainsword.com/topic/206267-a-place-for-scouts-terminators-and-devs/#findComment-2460936 Share on other sites More sharing options...
Taranis Posted July 13, 2010 Share Posted July 13, 2010 As mentioned above keep them. For all the reasons written above. Sound advice. T. Link to comment https://bolterandchainsword.com/topic/206267-a-place-for-scouts-terminators-and-devs/#findComment-2460947 Share on other sites More sharing options...
Black Memories Posted July 13, 2010 Share Posted July 13, 2010 I'm not a huge fan of scouts or tact termies, but I run Dev's in a lot of my lists. I think 4 MLs are too bland personally, i run 10 devs with 2 las and 2 plasma cannons. Combat squaded of course. They are usually one of my top performers. Again maybe ML's are a good choice in lists but I'm not a big fan of them. Link to comment https://bolterandchainsword.com/topic/206267-a-place-for-scouts-terminators-and-devs/#findComment-2460964 Share on other sites More sharing options...
x01848m Posted July 13, 2010 Share Posted July 13, 2010 In my all mech list I have been looking for a better way to deliver my Librian while still keeping him relatively safe and cost effective. I don't want to put him in a point sink LRC, a thin-skinned Rhino with a big target on it which usually leaveshim and his RAS foot slogging, or a sole JP unit in a mech list. Hence I am now going to put him in terminator armor with a storm shield and am including a unit of terminators with a cyclone missile launcher and chainfist to accompany him. For the first power I always take Unleash Rage. For the second power I can either deepstrike in to use Blood Lance along with the CML (krak), or footslog him as a counter charge and second wave assault unit while using stormbolters and CML (frag) and Fear of the Darkness. I have had good success with both powers, and I don't know which I like better yet - I suppose it really depends on which opponent I am facing. Anyway, the termies won't be as fast as putting him in a RAS, with JP's or a Rhino, but it will be really hard to kill him (keeping that hood up and running), provide decent fire support, and serve as a countercharge and second wave assault unit. As for scouts - I use a ten-man scout squad with BP/CCW and a PF in my budding Astorath list, where they have a 50/50 chance of getting FC, which is awesome when outflanking. And I now use one six-man scout squad with sniper rifles, camo cloaks, and a missile launcher in my (almost) all jump pack list. They are a rear objective holder that provides a little fire support as the jump packers charge forward. But that is it. I don't use scout bikers or bolter scouts armed and acting like tactical marines. Link to comment https://bolterandchainsword.com/topic/206267-a-place-for-scouts-terminators-and-devs/#findComment-2461239 Share on other sites More sharing options...
Morollan Posted July 13, 2010 Share Posted July 13, 2010 I've had some success with a 5-man scout squad with sniper rifles and camo cloaks. I infiltrate them in cover with a locator beacon and then Deep Strike something nasty next to them later in the game. I've had...mixed results with Dev's. I generally use 4 ML's and they have proved pretty good against Tyranids either by krak instadeath on Warriors or by fraggin the gaunts/stealers to death. I went for a mix of weapons last week against CSM and they didn't really do anything, although that was partially due to appalling dice rolling. Not really tried teminators yet but I'm toying with an assault squad with chaplain for rerolls on hits (chaplain) and wounds (lightning claws). Could be nasty on the charge! Link to comment https://bolterandchainsword.com/topic/206267-a-place-for-scouts-terminators-and-devs/#findComment-2461248 Share on other sites More sharing options...
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