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Made in us
Stealthy Dark Angels Scout with Shotgun





MA

I am just curious if/how other space marine players use devastator squads, and what configurations you prefer.

I personally run an expensive five man squad with 2 lascannons and 2 plasma cannons, but I'm thinking of adding 5 more tac style marines to defend against assaults and soak wounds.

I know some players shun Devs in favor of predators, and heavy weapons within their tactical squads. How 'bout you?

   
Made in us
RogueSangre






Its true that Devastators are shunned by most of the SM community. High weapons costs and zero mobility make them highly undesirable.

if you do have to take them, 4x missile launchers, with plenty of ablative wound marines is the recommended way to field them.

   
Made in gb
Slippery Ultramarine Scout Biker




Aberdeen

If I am taking them, assuming it's not a kill point game, I prefer a ten man squad with 2 las cannons and 2 heavy bolters then combat squad them. That way I can I get 2 squads with 2 LC or HB in each and can direct their fire where it's going to be most useful. Or a 10 marines with 4 HB squad for number of shots. That being said I would usually only field them for fluff reasons.

This message was edited 1 time. Last update was at 2010/04/03 23:04:48


 
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Ontario

I run a squad of two plasma or lascannons in a Rhino and then simply camp a corner. It cuts down on the need for ablative wounds and people get surprised when they see two lascannon shots coming out of the innocent Rhino. I also use 4 Plasma cannons when I play against my brother's underpowered firends. None of them have any kind of long range weaponry aside from an Oribtal bombardment so it never gets targeted.

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Made in ca
Rough Rider with Boomstick





Ontario

I would (would being the operative word) use them with 2 HB, 1 Lascannon, and 1 Plasma Cannon. I would combat Squad them with 2 HB and Plasma in one squad, and the Lascannon in the other.

I have 2000 points of , called the Crimson Leaves.
I will soon be starting WoC, devoted to
I have 500 points of , in blueberry and ice cream (light grey and light blue) flavour. From the fictional world Darkheim.
DarkHound wrote:Stop it you. Core has changed. It's no longer about nations, ideologies or ethnicity. It's an endless series of proxy battles, fought by mercenaries and machines. Core, and its consumption of life, has become a well-oiled machine. Core has changed. ID tagged soldiers carry ID tagged weapons, use ID tagged gear. Nanomachines inside their bodies enhance and regulate their abilities. Genetic control. Information control. Emotion control. Battlefield control. Everything is monitored, and kept under control. Core has changed. The age of deterrence has become the age of control. All in the name of averting catastrophe from weapons of mass destruction. And he who controls the battlefield, controls history. Core has changed. When the battlefield is under total control, war... becomes routine.

 
   
Made in us
Stealthy Dark Angels Scout with Shotgun





MA

Automatically Appended Next Post:
How about LC Razorbacks? Anyone had any luck with those?

This message was edited 3 times. Last update was at 2010/04/04 00:52:15


   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

For my Marines I usaly field 3 10 man squads
Plasma Cannon x4
Plasma Cannon x4
Heavy Bolter x4

I usualy Split the HB in to two teams of 2 each for point defence
The PC Squads I leave in thier 10 man squads and look for high ground or to cover any large open ground.

Space Wolf Player Since 1989
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Made in us
Stealthy Dark Angels Scout with Shotgun





MA

Anpu42 wrote:For my Marines I usaly field 3 10 man squads
Plasma Cannon x4
Plasma Cannon x4
Heavy Bolter x4

I usualy Split the HB in to two teams of 2 each for point defence
The PC Squads I leave in thier 10 man squads and look for high ground or to cover any large open ground.


What point-level games?

   
Made in ca
Regular Dakkanaut




Anpu42 wrote:For my Marines I usaly field 3 10 man squads
Plasma Cannon x4
Plasma Cannon x4
Heavy Bolter x4

I usualy Split the HB in to two teams of 2 each for point defence
The PC Squads I leave in thier 10 man squads and look for high ground or to cover any large open ground.


:O
   
Made in gb
Shrieking Guardian Jetbiker






Northern Ireland

I consider even the cheaper BA Devastators to be ridiculously overcosted. They aren't Long Fangs, so, IMO, they suck.

Mind War, ftw! - Call that a Refused Flank?
mindwar_ftw@hotmail.com

Walking that Banning tightrope, one step at a time...
 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Anpu42 wrote:For my Marines I usaly field 3 10 man squads
Plasma Cannon x4
Plasma Cannon x4
Heavy Bolter x4

I usualy Split the HB in to two teams of 2 each for point defence
The PC Squads I leave in thier 10 man squads and look for high ground or to cover any large open ground.
That's... 740 points... Good luck opening Mech armies.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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Made in ca
Rough Rider with Boomstick





Ontario

O.o

I'd get some cheaper MMs or MLs, or some Uber-expensive LCs, but not 2 groups of suicidals (Gets hot weapons).

I have 2000 points of , called the Crimson Leaves.
I will soon be starting WoC, devoted to
I have 500 points of , in blueberry and ice cream (light grey and light blue) flavour. From the fictional world Darkheim.
DarkHound wrote:Stop it you. Core has changed. It's no longer about nations, ideologies or ethnicity. It's an endless series of proxy battles, fought by mercenaries and machines. Core, and its consumption of life, has become a well-oiled machine. Core has changed. ID tagged soldiers carry ID tagged weapons, use ID tagged gear. Nanomachines inside their bodies enhance and regulate their abilities. Genetic control. Information control. Emotion control. Battlefield control. Everything is monitored, and kept under control. Core has changed. The age of deterrence has become the age of control. All in the name of averting catastrophe from weapons of mass destruction. And he who controls the battlefield, controls history. Core has changed. When the battlefield is under total control, war... becomes routine.

 
   
Made in ca
Regular Dakkanaut




JSK-Fox wrote:O.o

I'd get some cheaper MMs or MLs, or some Uber-expensive LCs, but not 2 groups of suicidals (Gets hot weapons).


High risk, high reward. Imagine 4 PCs not scattering on a packed up horde... lots of casualties
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

2000 Pts - Space Marines Roster

This is normal 2k list for me, the changes made are usually dropping the Command squad and the HB Devs to get a Chapin and a second Assault Squad

1x Shadow Captain Kayvaan Shrike
1x Command Squad (Company Standard)
-1x Apothecary
-1x Company Champion
-3x Veteran (Bolt Pistol; Plasmagun)

3x 10 man Tactical Squads (Plasmagun x1; Plasma Cannon x1)
-1x Sergeant (Melta Bombs; Bolt Pistol; Chain Sword)

1x 10 man Assault Squad (Plasma Pistol x2)
-1x Sergeant (Combat Shield; Melta Bombs; Plasma Pistol; Power Fist)

2x 10 man Devastator Squad Plasma Cannon x4)
-1 Sergeant (Bolter; Chain Sword)

1x 10 man Devastator Squad (Heavy Bolter x4)
-1 Sergeant (Bolter; Chain Sword)

Validation Report:
c-1. File Version: 1.06c For Bug Reports/www.ab40k.org; b-1. Roster Options: Imperial Armour, Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Codex Chapter
Roster satisfies all enforced validation rules

Total Roster Cost: 1995

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Space Wolf Player Since 1989
My First Impression Threads:
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I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

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Made in us
Stealthy Dark Angels Scout with Shotgun





MA

Anpu42 wrote:2000 Pts - Space Marines Roster

This is normal 2k list for me, the changes made are usually dropping the Command squad and the HB Devs to get a Chapin and a second Assault Squad

1x Shadow Captain Kayvaan Shrike
1x Command Squad (Company Standard)
-1x Apothecary
-1x Company Champion
-3x Veteran (Bolt Pistol; Plasmagun)

3x 10 man Tactical Squads (Plasmagun x1; Plasma Cannon x1)
-1x Sergeant (Melta Bombs; Bolt Pistol; Chain Sword)

1x 10 man Assault Squad (Plasma Pistol x2)
-1x Sergeant (Combat Shield; Melta Bombs; Plasma Pistol; Power Fist)

2x 10 man Devastator Squad Plasma Cannon x4)
-1 Sergeant (Bolter; Chain Sword)

1x 10 man Devastator Squad (Heavy Bolter x4)
-1 Sergeant (Bolter; Chain Sword)

Validation Report:
c-1. File Version: 1.06c For Bug Reports/www.ab40k.org; b-1. Roster Options: Imperial Armour, Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Codex Chapter
Roster satisfies all enforced validation rules

Total Roster Cost: 1995

Created with Army Builder® - Try it for free at http://www.wolflair.com


Has it ever hurt you not having any mech/transports?

   
Made in gb
Shrieking Guardian Jetbiker






Northern Ireland

Dr. Ew wrote:
Anpu42 wrote:2000 Pts - Space Marines Roster

This is normal 2k list for me, the changes made are usually dropping the Command squad and the HB Devs to get a Chapin and a second Assault Squad

1x Shadow Captain Kayvaan Shrike
1x Command Squad (Company Standard)
-1x Apothecary
-1x Company Champion
-3x Veteran (Bolt Pistol; Plasmagun)

3x 10 man Tactical Squads (Plasmagun x1; Plasma Cannon x1)
-1x Sergeant (Melta Bombs; Bolt Pistol; Chain Sword)

1x 10 man Assault Squad (Plasma Pistol x2)
-1x Sergeant (Combat Shield; Melta Bombs; Plasma Pistol; Power Fist)

2x 10 man Devastator Squad Plasma Cannon x4)
-1 Sergeant (Bolter; Chain Sword)

1x 10 man Devastator Squad (Heavy Bolter x4)
-1 Sergeant (Bolter; Chain Sword)

Validation Report:
c-1. File Version: 1.06c For Bug Reports/www.ab40k.org; b-1. Roster Options: Imperial Armour, Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Codex Chapter
Roster satisfies all enforced validation rules

Total Roster Cost: 1995

Created with Army Builder® - Try it for free at http://www.wolflair.com


Has it ever hurt you not having any mech/transports?


Or, indeed, any way to crack open those of the enemy?

Seriously, NO Meltaguns??

Mind War, ftw! - Call that a Refused Flank?
mindwar_ftw@hotmail.com

Walking that Banning tightrope, one step at a time...
 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Has it ever hurt you not having any mech/transports?


-So far...No! though some of the Dreads are a pain.
The Plasma Cannons do have a 36" range and unless he hide in the back 1/4 of the field i can usaly reach it.
This is also a very agresssive force, I have fleet so its worth is to be agressive if i need to be.

Or, indeed, any way to crack open those of the enemy?

Seriously, NO Meltaguns??

Thats why I have Melta Bombs
Seriously though in the current meta i am playing with we have mabye 10 vehicles [Not Counting Dreads] and most of those are for my Space Puppies.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

You really, really need to get out more. It can barely open Rhinos, let alone Chimeras. You have utterly no way to stop a Landraider or Battlewagon. That is not an example of a good all-comers list!

Devastators cost a lot, and if you don't build them for anti-tank you'll find yourself lacking it. The rank and file can handle your anti-infantry duty; the Devastators bring the big guns to provide them targets. Quad Missile Launchers, or a 2 Missile/2 Plasma Cannon split are the best options depending on how much AP2 and anti-tank you have. Combat Squad them to maximize your fire efficiency.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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Made in us
Krazed Killa Kan






Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos

Best way to use Devastators? I'm taking this from somebody else's sig (And the original person's quote) but...

Place in box, take out Vindicator, put in list.

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Made in us
Stealthy Dark Angels Scout with Shotgun





MA

Locclo wrote:Best way to use Devastators? I'm taking this from somebody else's sig (And the original person's quote) but...

Place in box, take out Vindicator, put in list.


Vindicator doesn't have very good range though, it seems like a predator with AC and Las sponsons would be more rounded. It also seems like having just one anti-tank option is putting all your eggs in one basket. One Predator or Vindicator is a big obvious target if everyone else on the field are troops. A ten man Dev squad can soak up more damage...



Automatically Appended Next Post:
I think I like Ratbarf's idea: sticking a five man Dev squad with two LCs or PCs in a rhino makes them mobile and give some armor.

With a twin-linked las cannon Razorback you could give a five man Dev squad mobility if they need it, or keep them disembarked and fire on more then one armored target each turn. I think I'll try that next game.

I probably should invest in a Predator too.

This message was edited 2 times. Last update was at 2010/04/04 05:44:13


   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

DarkHound wrote:You really, really need to get out more. It can barely open Rhinos, let alone Chimeras. You have utterly no way to stop a Landraider or Battlewagon. That is not an example of a good all-comers list!.

True this is not a Good all-Comers list, its primaryaly an Anti-Ork/Nid list.

For All-Comers list I would most likly pull out my Space Puppies
Long Fang Packs
#1 3x Las Cannons, 2x Missile Launcher
#2 5x Missile Launchers
Usually I put a Wolf Guard in Terminator Armor with a Cyclone

I know they are not Devastators, but they fill the role fire support.

Devastators are just that Fire Support. They are best when placed in a location where they can see as much of the battlefield as possible. Set up kill zones with overlapping fire.

Let look at the Weapons Systems
-Heavy Bolter: [36” S-5 AP-4 Heavy-3] This is a good medium ranged fire support. This is a Medium Machine Gun than more than anything else. It is good against hoard armies and normal troops. You can use vs. some transports, but with the nature of cover saves it is not as good as it could be.
-Las-Cannon: [48” S-9 AP-2 Heavy-1] This is a good long range Anti-Tank. It will kill almost anything. Take one and have the sergeant make it BS 5, take 4 and pore white hot death on your enemy, it is hard to go wrong.
-Missile Launcher: [(Frag) 48” S-4 AP-6 Heavy-1, Blast / (Krak) 48” S-8 AP-3 Heavy-1] This is the Most common and versatile Heavy Weapon available to Devastators. It is a Jack of Trades, Master of None, but that for once is its strength. In Frag mode it will rip apart mass infantry positions. In Krak mode it will kill almost anything from Land Raiders to most ICs. Dump 4 of them into a Marine Squad and watch 3-4 of them die instantly.
-Multi-Melta: [24” S-8 AP-1 Heavy-1, Melta] The ultimate Short Range Anti-Tank Weapon, the key word is Short Range. Now in the fire support roll 24” is a short range and the +1d6 at 12” is really short range. However a lot of people think it is only good at 12”, but at 24” it will wreck most transports, it is AP-1, that is a +1 on the Vehicle Damage Table and if is open topped that becomes a +2. if you penetrate an Ork Truck the worst you can do is Weapon Destroyed and 50/50 chance of it exploding. In an odd way this is the perfect anti-speed-freak weapon.
-Plasma Cannon: [36” S-7 AP-2 Heavy-1, Blast, Gets Hot] This is the Missile Launchers bigger more dangerous brother. It can kill most vehicles and just about everything else. It is one of the best for killing Terminators. True there is a 1 in 6 chance that you will need to make 3+ save, but that will come up once every 6 turns and then there is a 2 in 3 chance you can ignore it and remember “Get Hot” or not the weapon still impacts.

What You can do:
-Take 3 Missile Launchers and a Las-Cannon. Combat Squad them with the sergeant and the Las-Cannon and the Missile Launchers. This give you the 3 Missile Launcher Fire Support unit and a Las-Cannon Sniper Squad with 5 Hit Points.
-Take 4 Heavy Bolters and take them as a squad 10 man, combat squad them with 2 Heavy Bonlters in each combat squad and use them to help hold objectives on your. side of the board. This is a good choice to put next to another Devastator Squad to keep deep strikers at bay.
-Take the 10 man Squad armed with Muilt-Meltas and Pod them into the middle of the board to counter act the “Short Range”




Space Wolf Player Since 1989
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Made in us
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MA

I also like the idea of combat squading to create fire arcs; I definitely need to start taking 10 man Dev squads.

   
Made in fi
Major




12 frag barrages what else would man want?
and are there another me?

This message was edited 1 time. Last update was at 2010/04/04 18:57:21


 
   
Made in us
Calculating Commissar






Long range tank hunters, with a Powerfist in case things get close. And the BA devs are cheaper by 10 points per gun, so MUCh better to run them with that dex.

40k: IG "The Poli-Aima 1st" ~3500pts (and various allies)
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 Ouze wrote:
I can't wait to buy one of these, open the box, peek at the sprues, and then put it back in the box and store it unpainted for years.
 
   
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Major




long fangs are best of the devs

This message was edited 1 time. Last update was at 2010/04/04 19:23:03


 
   
Made in us
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Mira Mesa

Happygrunt wrote:Long range tank hunters, with a Powerfist in case things get close. And the BA devs are cheaper by 10 points per gun, so MUCh better to run them with that dex.
If things get close to the Devastators, a Powerfist isn't going to matter 'cause you've probable botched the game. If you're playing correctly, it'll never get used and that's terrible for such an expensive peice of equipment.

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Made in us
Stealthy Dark Angels Scout with Shotgun





MA

Its always possible that a deepstrike or flank could result in exposed Devs, I don't think that necessarily means you "botched the game;" in some cases its unavoidable.

I've always used my Devs (and sniper scouts, for that matter) as a tool for inflicting as much damage as possible before someone gets to them. In some cases its better for them to be such a distracting threat that your opponent wastes time and manpower trying to kill them.

   
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Shrieking Guardian Jetbiker






Northern Ireland

Anpu42 wrote:
Has it ever hurt you not having any mech/transports?


-So far...No! though some of the Dreads are a pain.
The Plasma Cannons do have a 36" range and unless he hide in the back 1/4 of the field i can usaly reach it.
This is also a very agresssive force, I have fleet so its worth is to be agressive if i need to be.

Or, indeed, any way to crack open those of the enemy?

Seriously, NO Meltaguns??

Thats why I have Melta Bombs
Seriously though in the current meta i am playing with we have mabye 10 vehicles [Not Counting Dreads] and most of those are for my Space Puppies.


Melta Bombs aren't AP1. Sucks to be them.

As for only 10 vehicles, a Guard army alone should have more than that. It's not a but, really...sounds like a very uncompetitive area.

Mind War, ftw! - Call that a Refused Flank?
mindwar_ftw@hotmail.com

Walking that Banning tightrope, one step at a time...
 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

No we just enjoy foot sloging, it make the games run longer.
If I am plaing on taking on all comers I usally pull out my Space Puppies and thier 3 Land Raiders

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
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Ultramarine Master with Gauntlets of Macragge





Boston, MA

I used to take a semi-nasty dev squad combo in my old Dark Angels. One 10 man squad with 4 rocket launchers, and one 10 man squad with 4 heavy bolters. Those two units pumped out a lot of fire, and they're the cheapest (therefore only viable) options for devs.

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