ASSASSINAWOKEN Posted March 11, 2013 Share Posted March 11, 2013 I have at least sixteen spare space marine walking legs and I already have four full Tactical squads. I think taking five to create the other half of a Devastator squad with bolters might be worth it. The only think holding me back is never using them, but the legs are unused anyway. In your opinion and if you have the spare models is it worth it to create and paint them. I would have made a poll, but the option is not there. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/ Share on other sites More sharing options...
Ammonius Posted March 11, 2013 Share Posted March 11, 2013 This is a good idea. Try your hand at re-posing the legs or any other conversion technique that you haven't tried yet. that way, if you mess anything up beyond repair, hey, you weren't using those legs anyway. If you succeed, well, you succeed. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3325517 Share on other sites More sharing options...
Darklighter Posted March 11, 2013 Share Posted March 11, 2013 I always run a 10 man dev squad. I find it's nice to have the extra bods to soak up wounds and if I want I can combat squad to split fire. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3325532 Share on other sites More sharing options...
knife&fork Posted March 11, 2013 Share Posted March 11, 2013 A 9 man dev squad can also bring the full amount of upgrades and still include a character for transport purposes. Might not come up often but at least it's something that a Tactical or Assault squad can't do. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3325547 Share on other sites More sharing options...
Upstartes Posted March 11, 2013 Share Posted March 11, 2013 I always want extra bodies in my devastator squads. I pay so much for the heavy weapons - I hate to lose some the first time they get fired on. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3325554 Share on other sites More sharing options...
Judaz Posted March 11, 2013 Share Posted March 11, 2013 I'm building my first Dev squad, have never used them. My HS is full with Dreads, Vindicators and SR so I have never been able to use them, but now my Blood Angels have found some allied Flesh Tearers who carries some heavy weapons I'm using either Space pups or Dark Angels codex (started out as SW but then the 65pts libby came with DA ) and when I look at their lists here on B&C everyone seems to go with a 5-man squad, no extra bodies. How do we Blood Angels roll with Devs? 5, 10, or 9 man squads? Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3325571 Share on other sites More sharing options...
dees Posted March 11, 2013 Share Posted March 11, 2013 I agree, extra bodies are always nice if you have the points. Painting is always worth It Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3325586 Share on other sites More sharing options...
Xenith Posted March 11, 2013 Share Posted March 11, 2013 It depends entirely on how many other long range threats are in the army. 5men, 4 heavies are technically the most point efficient way to run them, and leaves you with 80pts for other stuff. OTOH, if the devvies are a key anchor to your lines/strategy, then having ablative wounds is a good idea. For expensive weapons (4x plasma/las) it would be worth it to have the ablative, as these are such high priority targets. For cheap weapons (everything else), I would keep them at 5 man: 5man missile launcher costs 130pts. Adding an extra 5 men is 80pts. Find an extra 50pts and you can get a whole other ML squad... Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3325612 Share on other sites More sharing options...
John Rainbow Posted March 11, 2013 Share Posted March 11, 2013 Find an extra 50pts and you can get a whole other ML squad... This. Use the legs for Assault Marines or something else. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3325693 Share on other sites More sharing options...
Sanguine Eternal Posted March 11, 2013 Share Posted March 11, 2013 I just made every heavy weapon option that came in the dev kit with spare bodies. It's a nice option to have, especially if you ever feel like you want to try something else in your tactical squad, you'll have the model to represent it. I think their is 8 heavy weapons in the box, all you need is another sgt, and you have 2 squads of 5. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3325697 Share on other sites More sharing options...
daveclark890 Posted March 11, 2013 Share Posted March 11, 2013 In the mission where heavy support counts as a scoring unit then a 10 man HW squad that then combat squads would be pretty damn nasty in the right situation with the right load out. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3325730 Share on other sites More sharing options...
Somar Posted March 11, 2013 Share Posted March 11, 2013 i always run 10 devs, usually 2 combat squads, one with 3x ML, 2x bolter, the other one with sarge, a LC and 3X bolter. one shot charlie with the LC gets BS 5 from the signum, the 3 MLs can either frag something or have a good chance of taking out a light-med vehicle. and i am not afraid to shoot the 3 MLs at fliers if need be. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3325805 Share on other sites More sharing options...
Paulochromis Posted March 11, 2013 Share Posted March 11, 2013 you can always throw the non-heavy combat squad forwards - combi/melee weapon on the sergeant plus a heavy bolter, perhaps. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3325861 Share on other sites More sharing options...
Jønke Posted March 12, 2013 Share Posted March 12, 2013 Also you can't make a full battle company without full dev squads :P Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3326081 Share on other sites More sharing options...
BassMattJaxx Posted March 12, 2013 Share Posted March 12, 2013 might be worth it if you also run an aegis with quad gun. you can then combat squad the dev's with the heavy weaps + 1, and the sarge with 4 mates to signum a guy firing said quad gun at BS 5. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3326175 Share on other sites More sharing options...
ASSASSINAWOKEN Posted March 12, 2013 Author Share Posted March 12, 2013 I have been more than convinced on adding the other half now. The extra ideas are great for future reference on how and when to use them. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3326197 Share on other sites More sharing options...
Nicodemus Doloroso Posted March 12, 2013 Share Posted March 12, 2013 might be worth it if you also run an aegis with quad gun. you can then combat squad the dev's with the heavy weaps + 1, and the sarge with 4 mates to signum a guy firing said quad gun at BS 5. I thought I read somewhere that the signum cannot be used for firing an emplacement weapon like the quad gun or Icarus lascannon? Maybe it just can't be used when making the interceptor attack on your opponent's turn. Link to comment https://bolterandchainsword.com/topic/272629-the-other-half-of-the-devastator-squad/#findComment-3326219 Share on other sites More sharing options...
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