Jump to content

Recommended Posts

Mainly because Gravitic Amplification makes them a serious threat to anything short of a Knight. Rerolling both failed wounds and low damage rolls really boosts the firepower of the unit, especially against tougher targets. Put them in a Drop Pod and you can guarantee they can come in on Turn 1 and target almost any unit you want. They are one of the most reliable alpha strike units in the game and you can pretty much guarantee your opponent will send massive amounts of firepower their way as no one wants to let them live long enough to fire twice.

For 1cp, the Gravitic Amplification strat makes them a jack of all trades, master of all. They have enough shots to be useful even against hordes, they do really well against heavy infantry (which is a big deal in the Primaris Marine meta), and wounding on 5+ with rerolls makes them plenty threatening to vehicles.

I'm currently building a unit myself ;)

 

It's literally the most powerful shooting unit in the Codex if they get their shots off under Gravitic Amplification and not die first. I'd say even a Knight won't want to get shot with 4 of these, remembering the Signum and Cherub.

 

That's 8 BS2+ shots and 12 BS3+ shots, rerolling wounds and damage rolls. Before you add in a Captain or Chapter Master.

 

Things get crazier if you have a Chaplain with them, granting them either +1 to hit or +1 to wound (or both if you want to get CP hungry).

I'm currently building a unit myself :wink:

 

It's literally the most powerful shooting unit in the Codex if they get their shots off under Gravitic Amplification and not die first. I'd say even a Knight won't want to get shot with 4 of these, remembering the Signum and Cherub.

 

That's 8 BS2+ shots and 12 BS3+ shots, rerolling wounds and damage rolls. Before you add in a Captain or Chapter Master.

 

Things get crazier if you have a Chaplain with them, granting them either +1 to hit or +1 to wound (or both if you want to get CP hungry).

 

Most of the time they're not going to get the Chaplain bonuses as they're almost always going to be off the table (either Deep Strike or in a Transport) at the time of casting.

 

Still a fantastic unit though!

Yeah definitely.

 

The great thing about Chaplains is they can take Jump Packs so can often reach the units you need to boost up, so they can often accompany units that debark from transports. Of course lasting to turn 2 for a Grav Cannon Devastator squad isn't guaranteed, especially if they let rip with Strategum support.

 

My personal twist is a pair of Rhinos, Sternguard and Devastator squads inside, debarking to shoot and let rip havoc. The trick is the army has OTHER units folk will want to shoot as a priority most games (10 Cataphractii Terminators teleporting in and Guilliman etc) so the Chaplain likely WILL be giving +1 to wound to something in their turn!

 

So the messege from me here is one of saturation! Force the opponent to make tough choices but don't have 1 trick ponies so there really isn't a true one best way. Let's get those Devastators firing another turn! ;)

Edited by Captain Idaho

Thanks for your answers. I searched the codex but didn´t think about stratagems. Seems to be a great way to DAKKA. :D

Strats are as important as core unit rules. Always review them in detail.

Edited by Ishagu
I heavily recommend an Ancient in the pod with the grav Devs. They're not going to last past turn two, so you may as well take something with you! Edited by Brother Adelard

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.