Switch Theme:

Devestators, worth the points?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Norn Queen






kronk wrote:I prefer 4x Missile Launchers.

For fun, I once ran 4x Plasma Cannons. Completely destroyed a unit of terminators after I had popped their transport. Fun times!


We had a friend that did that in 3rd edition all the time. We all had different flavours of Marines, so it was pretty devastating (heh) when it connected.

Then in response to that, my brother made a green tide Ork army in secret, and plonked it down in front of the guy on the table, and laughed as they 'wiped out' a few Orks a turn.
   
Made in us
Death-Dealing Dark Angels Devastator





GreyHamster wrote:Codex marines can't even do that and pay 20 more points for 4 MLs. Sternguard bring much more efficient heavy weapon access on infantry should you want it, and have better duality to boot. Avoid, avoid, avoid. Take Predators or Speeders, which in comparison are criminally undercosted.


I'm curious about this. From just looking at the numbers I'd give devs the edge.

Devastators: 150 pts gets you 5 guys, 4 missile launchers, and a signum.
Takes the slot reserved for vindicators, predators, or dreads in a Master of the Forge list.

Sternguard: 135 pts for 5 guys & 2 missile launchers, if you want to use the other 15 pts I assume they'd be spent on single fire combi-meltas or plasmas.
Takes the slot usually filled with terminators or rifleman dreads.

I've never actually played these units, though, so I assume I'm missing something. Can you elaborate?

"Well, isn't the enemy of your enemy, like, your friend? Or whatever? Can't they team up?"
"Not exactly. In this setting, the enemy of your enemy is still a floating, greasy, armored brain."
"Well, what about his enemy? Maybe you could be friends with him."
"No, because that guy is a mechanical horror in an undying battle shell. He sails from world to world in a flying tomb, serving gods who eat hope."
-Penny Arcade 
   
Made in gb
Chosen Baal Sec Youngblood




Corsham

i personally like 3 ML and 1 Las in BA codex as it can be pretty decent against all oponents and you can easily take on multi wounded creatuse of the nids such as warriors with no problem and also there horde. another one i like is all Heavy bolters just for the multitude of shots and with the sergeant in there thats 3 at BS 5 which is always fun, but this is when i run a tank BA wall and use them as covering fire for the transports and have 2 squads of them and its worked quite well at keeping nobs away from the vehicles before now

the blood of heritics will drip from my sword

Blooded Angles Decent Results:
Chaos space marines (500) 2W.0D.2L 
   
Made in us
Bounding Assault Marine






Yea, 4x4 shots on one squad is a lot, I might try that soon.

======Begin Dakka Geek Code======
DR:90+S-G--M--B--I+Pw40k12--D+A+/areR--DM+
======End Dakka Geek Code====== 
   
 
Forum Index » 40K General Discussion
Go to: