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Made in ca
Dakka Veteran




Victoria, BC, Canada

Well im getting back into ultramarines and ive bought 2 boxes of devastators. Whats my best bet for combos on the weapons they have? Ive never used them before.

UPDATE:

For marine models this is what I have if I remember correctly. If that helps determine how I build my devastators?

Marneus Calgar
Commander with powerfist
Commander with powerfist

30 Tac marines, 1 heavy bolter, 1 las cannon, few missile launchers, few meltas, 1 plasma I think
10 assault marines
10 terminators
5 assault terminators
15 or so scouts, 3 sniper, few shotgun, few heavy bolters


2 dreadnaughts (cant remember loadouts off the top of my head)
10 Devastators
1 thunderfire cannon

1 land raider
1 razor back
1 whirlwind
1 rhino
1 predator

This message was edited 1 time. Last update was at 2014/12/18 16:33:30


40k Orks 12000 points and growing
Ultramarines 2500
Salamanders 3500
Necrons 4000
Skitarii/cult mech 2500
Vampire Counts 3000 Points


 
   
Made in us
Mutilatin' Mad Dok






It really depends on their role. Missile Launchers are great for flexibility, Las-cannons for dedicated Anti-tank, Plasma Cannons for AP2.

If it were me, I'd do either 4 Missile Launchers (I like to combat squad them for two units with 2 each) or 2 Missile and 2 Lascannons for the same effect.

   
Made in de
Experienced Maneater






Combo? None.
Use the same weapon for a squad. What you need is dependent on the rest of your army.
4 las cannons or 4 HBs is very popular. With Ultramarines, 4 MM in a transport and the Chapter Tactic thing with moving and still firing is a killer.

   
Made in gb
Longtime Dakkanaut




Halandri

In terms of army list building modelling them with missile launchers will allow you to fill more tactical roles, even if not optimally.
   
Made in ca
Dakka Veteran




Victoria, BC, Canada

Ya I haven't really played marines in a few years. Been playing orks and necrons.

For marine models this is what I have if I remember correctly. If that helps determine how I build my devastators?

Marneus Calgar
Commander with powerfist
Commander with powerfist

30 Tac marines, 1 heavy bolter, 1 las cannon, few missile launchers
10 assault marines
10 terminators
5 assault terminators
15 or so scouts, 3 sniper, few shotgun, few heavy bolters


2 dreadnaughts (cant remember loadouts off the top of my head)
10 Devastators
1 thunderfire cannon

1 land raider
1 razor back
1 whirlwind
1 rhino
1 predator

This message was edited 1 time. Last update was at 2014/12/18 15:58:59


40k Orks 12000 points and growing
Ultramarines 2500
Salamanders 3500
Necrons 4000
Skitarii/cult mech 2500
Vampire Counts 3000 Points


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

What does the rest of your army look like? Are you planning on using them purely as dev squads, or are some going to move over to the tactical squads?

I’d suggest buying a tactical squad, or just dipping into your bitz box, and building them all. It’s nice to have the options on your swap shelf for list building.

I think one of the stronger build for devs these days is 4xLC.

I’m not that fond of MLs these days. The price went up, and while flexible, they don’t work as well as they used to.

4xHB is better for ‘Fists, but can work for us as well.

PCs have a place, but being blasts they are focused on ground targets. One nice thing about the Dev doctrine is not just the relentless, but the re-rolling snap-fireing. If you pop that off and aim most weapons skyward, you should land some hits. And most flyers you are shooting at will not enjoy the experience. Plasma cannons lack this feature.

MMs belong on tac squads. If you don’t already have some there, build one or two. HBs are another heavy I think works well on the tacs.

   
Made in gb
Land Raider Pilot on Cruise Control





Englandia

 Nevelon wrote:
I’d suggest buying a tactical squad, or just dipping into your bitz box, and building them all. It’s nice to have the options on your swap shelf for list building.


Either this, or magnetise/pin them.
You can mix and match them as you please. If your list changes, you can just change the Devs to match.

If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. 
   
Made in us
Locked in the Tower of Amareo




Missile launchers are pointless because all their ammo is subpar. Being able to do a little bit of everything, but good at none of it is not worth it in 40K.
   
Made in us
Legendary Master of the Chapter






Well there is 1 combo with Coteaz and a bunch of plasma cannons being useful as a DS deterrent. but its not that special

Martel its not good when you play warhammer 40kserpents.

Its fine in casual.

I personally like the 4 las cannons but i play imp fists for tank hunting.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Locked in the Tower of Amareo




Missile Launcher ammo isn't good even against BA or DA.
   
Made in us
Legendary Master of the Chapter






Its cheap enough to be used as clutch anti tank. at ST8 it will hurt something. or pen some thing some of the times. (you cannot underestimate a good immobilize or stun/shaken.)
At bs4 it will probably hit something.
They will punk Canopthic wraiths all day and other T4 multi wounds.
The small blasts can be nice against deep striking units.
They dont appear as threatening.
Its a near guaranteed 1 dead marine per turn. so its paid for it self.

Flakk is terrabad though :/




This message was edited 1 time. Last update was at 2014/12/18 18:17:39


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Locked in the Tower of Amareo




Ironically, I think the flak ammo is the best ammo they have, since most flyers are AV 11. Only the helldrake is truly not threatened by flak ammo. But there is no way I'm paying for it.

And MLs quit being cheap. Lascannons don't cost much more and are so much better.

This message was edited 1 time. Last update was at 2014/12/18 18:19:41


 
   
Made in us
Legendary Master of the Chapter






Its also harder to get your hands on them IRL wise.
compared to how available ML are.




 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Locked in the Tower of Amareo




Are lascannon devs out of production?
   
Made in us
Legendary Master of the Chapter






Martel732 wrote:
Are lascannon devs out of production?


Na just 1 per box and generally fetch a high price on the bits market.

Obviously if you can afford 4 boxes to make 1 squad then you wont have any issues at all.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Locked in the Tower of Amareo




Interestingly, I have like 8 lascannon devs that never get used anymore. The heavy slot is really the Stormraven and fast tri-las pred slot for BA.

This message was edited 1 time. Last update was at 2014/12/18 18:30:03


 
   
Made in us
Legendary Master of the Chapter






Oh Snap i was wrong its 2 las cannons and 2 heavy bolters
Well ether way its a lot easier to get missile lauchers for those that dont have thaaaat much disposable income.

This message was edited 2 times. Last update was at 2014/12/18 18:32:04


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Locked in the Tower of Amareo




Yes, RL limitations are a very serious consideration.
   
Made in us
Legendary Master of the Chapter






Martel732 wrote:
Yes, RL limitations are a very serious consideration.


im not sure if this is sarcasm.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Locked in the Tower of Amareo




It's not. Lacking $$ has prevented many builds in my play group.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

On the flip side, we’ve been getting a free ML with every tactical box since the dawn of time. I’ve got a couple sitting unbuilt in my bits box, and still the ML marines outnumber the other heavy weapons by a large margin on the shelf.

Flack misiles are not only comically overpriced, but kind of meh for what they do. The only time it’s worth it to even think about them is is you have a dedicated AA unit. So a full Dev squad of them, or with a 5 man stick of troops manning the quad gun. Tossing one up into the air is not a terribly effective way to bring down a flyer. If you hit, you probably have a 4+ at best to take a HP off, assuming no jinking or other shenanigans. AP4 is not doing you any favors on the damage table is you do get a pen, and probably bouncing off of any FMCs in the sky.

I regret every frag missile I send downrange. Even if I do get a tight cluster of targets (which good players tend not to offer) I scatter. Or they make all their saves. So I tend to view MLs only for their krack missiles. When the price gap between MLs and LCs was larger, I could forgive the lesser effectiveness. But now that the price is closer, and the AP2 of the LC is more relevant, I find it hard to justify the ML in my list. I still usually field one in a tac squad for reasons of pure tradition, but would not recommend them as heavily as I used to.

   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

Only one missile, 2 laser,2 bolter, 2 plasma.
Well that was what I remember off my kit

Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

"May the odds be ever in your favour"

Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.

FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.  
   
Made in us
Locked in the Tower of Amareo




Frag missiles have been worthless going back to 2nd ed.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 jhe90 wrote:
Only one missile, 2 laser,2 bolter, 2 plasma.
Well that was what I remember off my kit


Forgot the MM.

And the bits to make a sarge, for what they are worth. The kit also comes with 6 legs (5 standing, 1 kneeling) so if you can grab a spare torso from your bits box, it’s easy to get a 6th marine from the box.

   
Made in us
Legendary Master of the Chapter






 Nevelon wrote:
 jhe90 wrote:
Only one missile, 2 laser,2 bolter, 2 plasma.
Well that was what I remember off my kit


Forgot the MM.

And the bits to make a sarge, for what they are worth. The kit also comes with 6 legs (5 standing, 1 kneeling) so if you can grab a spare torso from your bits box, it’s easy to get a 6th marine from the box.


IIRC its the only kit that has boltguns that dont have hands on them already which is nice.

Then the final option is to just get FW ones. those looks awesome too though the backpack gets super wonky on the las cannons.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

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





Riverside CA

For Space Marines in general I like Plasma-Cannons and as long as you are willing to take the risk and understand the weaknesses they are a good TAC Choice.
Pros: 36", S7, AP2. They work on most things out there from MCs, Lighter Vehicles, and Infantry
Cons: No Snap Fire, Gets Hot and AV13/14
On Gets Hot: This can be mitigated by a Divination Librarian or taking a Fortification with an Ammo Dump. Or like me just not worry about it.

You I di not list the fact that it is Blast Weapon: With 4 Blast you should hit your target at least once or twice with an average 3" Scatter, this is what makes it good for Anti-Infantry, Vehicles and Large MCs.
Infantry: Even if they are scattered out at 2" you will still probably hit two [Twice an many as a Las-Cannon or Krak-Missile]. If you are firing at large mobs like Nids, Guard Blobs or Orks, you will hit something if you just place it in the center.
>As a "Sniper Weapon": You want that Character/Weapon taken out focus all four shots in it and the chance is one or two will hit it.
Vehicles: If you focus on AV10/11/12 You can inflict a lot of Glances and have a chance of a Very good Pen, especially vs open Top. Also with their Large "Foot Print" Most should impact or at lest clip it.
MCs With its S7 it can wound most things easily and even larger ones it can threaten to Wounds. The AP2 will then force them to make their Invulnerable Save.

Space Wolf Player Since 1989
My First Impression Threads:
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