Brother-Captain Lucius Posted October 26, 2010 Share Posted October 26, 2010 Right, so i am in the proces of making an all DoA army and something i was wondering is do Honour Guard with 3/4 meltaguns match up to the cheap price of devs @ 130 pts for 5 lads with 4 missiles? The list has 2 x Honour guard with 3 Meltas each. This comes to 390 but you do get 2 priests valued at 150 pts so really your paying 240 i think it is worth it but they will come down kill somthing then more then likely get swamped and die. So what do ye think? Link to comment Share on other sites More sharing options...
jbarket Posted October 26, 2010 Share Posted October 26, 2010 I think they serve two completely separate roles, so I run both. I have an HG w/ 4x MGs and then 2x Devs with 4x MLs each. The Devs are completely immobile, but hopefully so far out of the fight that they're able to drop in some hurt from 48" away without being threatened themselves. If he does spend a turn shooting at them across the field, that's a turn my assault squads aren't getting shot at, so that's a plus. HG on the other hand are very specialized. You have to be very, very close and very much ready to get shot in the face to make use of the MGs. Their best defense is to open a transport, then spend your opponent's shooting phase locked in combat with his troops, finishing them off in his assault phase. On the other hand, they're extremely mobile. Being able to DS in and shoot, with a maximum scatter of D6, (or pod in if that's your thing) means there's a huge chance they'll make up a significant portion of their points the turn they drop in. FNP also means that they're potentially very resilient... but obviously plasma and so on hose them. The way I equip mine, the HG are at least 75pt more expensive, so even with the priest included, it'd be hard for me to justify running more HG instead of the Devs. With a DoA list, the devs also give you something to do Turn 1. You may open up a transport before your troops are even on the board. Link to comment Share on other sites More sharing options...
matchbox Posted October 26, 2010 Share Posted October 26, 2010 IMO devs are pointless taking unless your running space rats. You can only shoot one target which means slot of fire is consolidated on something that may not be necessary. Space rats have the benefit of being able to shoot 2 separate targets which makes taking devs a whole lot more worthwhile. Link to comment Share on other sites More sharing options...
Redfinger Posted October 26, 2010 Share Posted October 26, 2010 IMO devs are pointless taking unless your running space rats. You can only shoot one target which means slot of fire is consolidated on something that may not be necessary. Space rats have the benefit of being able to shoot 2 separate targets which makes taking devs a whole lot more worthwhile. I couldnt disagree with that more, a dev sqaud that shoots four shots at one target is no different than a dakka pred shooting 4 shots at one target.....your logic makes no sense, yes the dakka can move and shoot, but that would be only 1 shot. The big difference is that 1 shot can take out your pred, 1 shotonly takes out 1 ML on a dev squad. The point where it becomes pointless is when you take a full 10 man dev squad, and you dont combat squad. Otherwise I agree with what has been posted, devs and HG serve different roles. Ashton Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted October 26, 2010 Share Posted October 26, 2010 I dont see the two units as being comparable. They can work together to achieve a goal but I don't think either would work well as a substitute for the other. 0b ;) Link to comment Share on other sites More sharing options...
Red Fury Posted October 27, 2010 Share Posted October 27, 2010 I don't like the melta HG. It is effective but it is wasting their best assets, FC and FNP, on a suicide melta squad. I think the HG makes a fantastic CC unit kitted out accordingly, or set up with 4 plasma guns and hunting MCs and high T models/units. The inclusion of the priest makes them pretty awesome alone as a CC unit and also makes them damn near immune to the 'gets hot' rule with plasma guns. Either of these builds is unique to the HG. If you want a suicide melta squad, a 5 or 10 man RAS would be a better choice, and a 10 man with three melta weapons will be pretty resilient too. Or if you don't mind a pod in your DoA list, a sternguard squad in a pod is a very effective way to get a good melta squad and is pretty cheap too. -Fury Link to comment Share on other sites More sharing options...
Spam Monkey Posted October 27, 2010 Share Posted October 27, 2010 Depending how you use your Fast Attack slots Attack Bikes can fill the roll too. Link to comment Share on other sites More sharing options...
jbarket Posted October 27, 2010 Share Posted October 27, 2010 I don't like the melta HG. Fundamentally, we're in complete agreement. When I originally put them in my list, they were a deathstar assault unit. Kit them out and they're incredibly destructive. They're also an easy way to get an additional priest on the board. This lets me spread out more without worrying about losing troops. My question is, if you're playing a jumper list, where else are you getting sufficient anti-mech if you don't take melta HG? With no other armor on the board, putting in something like Speeders is more or less suiciding them. The same thing goes for Baals, which otherwise fit the style of play of the jumper list. I kit out every RAS with 2x MG and 1x PF, and run 8x MLs in Dev squads, but with the meta game like it is, you need something that can guarantee a juicy explosion. An army that wins by controlling the assault phase is going to have problems when they can't crack those transport walnuts fast enough. Attack bikes are a reasonable option and fit the style of play of a jumper BA army, if you don't mind them cutting into your FA slots. That or completely loading up on Dev squads are about the only things I can think of. Link to comment Share on other sites More sharing options...
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