Switch Theme:

Plasma Cannon Devs vs Grav Cents  [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 gb
Pious Palatine






My gut tells me Grav Cents would perform better over a number of games than Plas Devs.

D
   
Made in us
Locked in the Tower of Amareo




MLs are better vs vehicles in 7th, but still are helpless against the mighty DK and Riptide. I'll pass.
   
Made in us
Dakka Veteran





 minigun762 wrote:
 Saber wrote:

Dreadnoughts can also be a decent place for them.



How do you run plasma dreads?
Doesn't seem worth it to drop pod them in..


I give it a power fist and have it protect my battleline of Tactical squads. The dreadnought takes potshots at targets of opportunity, and then once my infantry becomes stuck in melee it charges in to crush whatever they're fighting. Two dreadnoughts and some marines to soak up hits can be very effective in close combat, and the dreadnought's shooting can help polish off whatever the Tactical and Devastator squads soften up.

Against ranged-heavy foes the dreadnought will take the offensive, advancing behind the Rhinos and denying the enemy access to key areas of the board. Tau can always out run a dreadnought but they'll never willingly get within charge range of one, so you can use that to bully them around the board.

Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






In general, which AP2 spam squad is going to be more effective in more situations,

Grav cents.

Grav cents are clearly better vs MCs, vehicles and small elite squads (like other centurions for example), so would be more effective in a wider range of situations.

They are also more durable, have relentless and can still snapfire vs invis/flying targets.

Even against the plasma cannon's ideal targets, the grav cents will still usually out perform it.
   
Made in us
Xenohunter Acolyte with Alacrity





Without including point values, the discussion is pretty moot. If you're talking about viable loadout, you're probably looking at drop pod Dev Cents with Grav/ML's (or bolters.. whatever)... that buys you what, almost two 5-man Dev squads with 4 Plasma Cannons each (no transport). Grav range is the only real issue... hence why you drop the Cents into closer range. Sure... Cents are more survive-able than 3+ PA.. but they don't have an invuln, so they're one pie plate away from getting evaporated (or anything at all tarpitting them for the entire game -- i.e. cultists). Two, 5-man Dev squads sitting in ruins, lobbing plasma shots at any infantry in 36" doesn't sound terrible... it's more of a question of where your points are best used. I'd say 5 Dev (4x ML), 5 Dev (4x LC) would be a good place to start comparisons.
   
 
Forum Index » 40K General Discussion
Go to: