Glitch85 Posted November 25, 2010 Share Posted November 25, 2010 Hey all, just wondering why people prefer to run 4 x ML rather than the odd LC, is it just points wise?? Link to comment https://bolterandchainsword.com/topic/215790-devastator-squads/ Share on other sites More sharing options...
shatter Posted November 25, 2010 Share Posted November 25, 2010 I think it's a combination of several things. ML PA models are a LOT more common. They're cheaper. They're fairly versatile. Other chapters/players use them too (I'm just as good as you, I'll make mine work!) I prefer 2ML, 1PC, 1LC. I know one is shorter range, but I like AP2 and an LC is around twice as good versus the hard to kill armour pieces and insta-glance or better on AV 10 on at least one shot makes me feel better. Link to comment https://bolterandchainsword.com/topic/215790-devastator-squads/#findComment-2571844 Share on other sites More sharing options...
Brother Biskit Posted November 25, 2010 Share Posted November 25, 2010 Points and flexability mate. A 4x ML squad can put pain on just about anything other than the toughest tanks without killing you points wise. It makes them perfect fire support for all comers lists. Link to comment https://bolterandchainsword.com/topic/215790-devastator-squads/#findComment-2571845 Share on other sites More sharing options...
Brother-Captain Devlonir Posted November 25, 2010 Share Posted November 25, 2010 It depends on many things.. I feel the 4xML option is the best if you don't have the points to run 2 combat squads. But if you do, I usually prefer the more expensive 2xLC/2xPC option with a Sang Priest nearby. But that makes the Dev squad a hefty point sink and isn't really an option below 2k points in a balanced list I feel. Link to comment https://bolterandchainsword.com/topic/215790-devastator-squads/#findComment-2571874 Share on other sites More sharing options...
JamesI Posted November 25, 2010 Share Posted November 25, 2010 I've been running 2-3 ML with 1-2 Lascannons. All depends on how many points I can spare for the Devs. Link to comment https://bolterandchainsword.com/topic/215790-devastator-squads/#findComment-2571892 Share on other sites More sharing options...
Gv0zD Posted November 25, 2010 Share Posted November 25, 2010 4 MLs would be the most flexible composition IMHO. As others already said, if you can spare more points, you may swap 1-2 MLs with 1-2 LCs. I also think that dev squad is not the best investment, as they theoretically would require additional bolter-marines to help you allocate wounds without losing heavy weapons. But on average I would say the 5-man squad with 4 MLs is the most flexible and the most optimized composition. Just my 2 cents. Link to comment https://bolterandchainsword.com/topic/215790-devastator-squads/#findComment-2571895 Share on other sites More sharing options...
BigBaals Posted November 25, 2010 Share Posted November 25, 2010 4x ML is the way to go. 130 points for 4 ST8 shots is golden since every other player is MEQ. Bring the Attack Bikes and melta guns for your armor 13+. DoW deployment sucks a bit for Devs... but turn one is night fight anyway and hopefully you placed a bit of terrain close to your table edge with a good line of sight to the rest of the field. My army has so many other major threats that my Devs have never been shot at. I just re-implemented them into my army a month and a half ago and they have not taken one save! Link to comment https://bolterandchainsword.com/topic/215790-devastator-squads/#findComment-2571939 Share on other sites More sharing options...
Brother-Captain Adamo Posted November 25, 2010 Share Posted November 25, 2010 Time to add my 2 cents too. I would tend to agree with what others have said, a devastator squad with 4x Missile Launchers gives you a reasonable punch and more options for dealing with fluid battlefield conditions. Missile Launchers have the ability to attack in a anti-infantry role as well as anti-tank capacity. And if your under the gun for points, there also a major bonus. Also a good formation for touranment play, as you can react more effectively against the ever changing battlefield conditions and enemies. A more weapons specific group of devastators could find themselves with the wrong weapon for the job at hand. Never a good thing, when it happens ;) . Link to comment https://bolterandchainsword.com/topic/215790-devastator-squads/#findComment-2572187 Share on other sites More sharing options...
Zeller Posted November 25, 2010 Share Posted November 25, 2010 Codex astartes: the tactical squad shall draw the enemy's fire so the devestator squad may attack from a position of strength. Ideally that solves your not enough bodies problem. I don't run my devs as 4 of any weapon for the reasons specfied here. Of my 2 dev squads I have 2 missile launchers total. Link to comment https://bolterandchainsword.com/topic/215790-devastator-squads/#findComment-2572369 Share on other sites More sharing options...
Glitch85 Posted November 26, 2010 Author Share Posted November 26, 2010 I see, cheers for all the replies! Link to comment https://bolterandchainsword.com/topic/215790-devastator-squads/#findComment-2572672 Share on other sites More sharing options...
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