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Made in us
Land Raider Pilot on Cruise Control





Maryland

The trigger happy devastator. Always a favorite of mine, but are they worth it? With the ability to use las sponson preds and vindicators cheap. I don't know if i should use them. Thoughts?

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Dark Angels Librarian with Book of Secrets






In medium to large games, yes. A large squad of devaststors with lascannons can cripple almost every vehicle in the game. Missile launchers aand plasma cannons are great horde control. padding out the squad adds meatshields to your valuable guns and signum.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

The dillema you're going to face at this specific point in time is the unknown...the meta game is currently in flux between the strength of infantry and vehicles.

When Marines come out we'll have a much better idea.

It also depends on your army...Space Wolves say Yes...Blood Angels say no. Grey Knights say its highly situational. I believe Templar have some odd options that make them worth investigating...and Dark Angels have a lot of similar heavy loadouts on terminators and skimmers.

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Locked in the Tower of Amareo




MLs are not horde control because small templates are not good and AP 6 is terrible.
   
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Ragin' Ork Dreadnought




It does heavily depend on your army. Space Wolves, Dark Angels, and Vanilla Marines get the same squad of 4 missile launchers for 115, 130, and 150 points respectively.
   
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Martel732 wrote:
MLs are not horde control because small templates are not good and AP 6 is terrible.


Orks and nids sure hate AP6 templates...
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Tyranids have FnP and there are generally too many orks to care.

Missiles are somewhere between decent and sucky at horde control...what they excel at is being cheap AT and anti-MC

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Made in us
Boosting Space Marine Biker





Martel732 wrote:
MLs are not horde control because small templates are not good and AP 6 is terrible.
I've got to disagree with you there.

If you are firing off 4 of them you should get 1-2 hits and some partials. That can hurt any horde squad and even force a lot of checks from anything that deep striked and didn't run to spread out.

Sure, plasma cannons give you AP2 and a couple in the army are nice, but Missiles have longer range and can fire STR8 at vehicles and flyers.

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Locked in the Tower of Amareo




I will continue my position that MLs are mistake for any stationary squad or vehicle. The stat profile for the ML doesn't change from list to list, and I find it to be pretty bad for a TAC list. How ironic.
   
Made in gb
Fresh-Faced Inquisitorial Acolyte





England

Martel732 wrote:
MLs are not horde control because small templates are not good and AP 6 is terrible.

But you also get the option of a S8 shot to instant kill terminators, nobs, captains etc...


1. Go to FLGS on a 40K game night.
2. Announce to no one in particular "I have over 10,000 points of Space Marines".
3. Sit back and watch as some 30-ish Neckbeard who still lives with his parents not only disputes your claim, but goes on to describe his 30,000 points of Blood Angels and how he has been playing since Rogue Trader days... And yet you will have never seen him either play 40K or that army.
4. From here, you have several options. Continue the conversation, or just end it. Either way, I guarantee you will waste 1+ hour of your life talking to this guy. Have fun!
 
   
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Locked in the Tower of Amareo




Krak missiles don't penetrate terminator armor or artificer armor on captains. Garbage. They don't handle AV 13 or 14. They don't handle riptides. They fold against Deathwing. They're not even good at anti-transport work compared to the autocannon. Why would you commit to heavy support with so many holes in a TAC list?

This message was edited 1 time. Last update was at 2013/08/07 15:01:44


 
   
Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

I love my PC Devs (DA). Very, very easy to remove most units from the table. Prescience helps!

4000
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Dark Angels Librarian with Book of Secrets






 ductvader wrote:
Tyranids have FnP


They do? that's news to me...
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 migs6357 wrote:
Martel732 wrote:
MLs are not horde control because small templates are not good and AP 6 is terrible.

But you also get the option of a S8 shot to instant kill terminators, nobs, captains etc...


Terminators laugh at Missiles...sure it hurts Paladins a bit...but the get an 83% chance of denying each wound.

Termies cringe at Lascannons, Plasma Cannons and heck even heavy bolters more than missiles.


Automatically Appended Next Post:
Also worth mentioning this thread is on general devs...not just missiles

This message was edited 1 time. Last update was at 2013/08/07 15:03:39


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Made in us
Dark Angels Librarian with Book of Secrets






Missiles are the go-to catch-all weapon en masse. Lascannons can crack every type of armor, but are useless against a horde army. Multi-meltas are too short-ranged to be of any value. Heavy bolters, en masse, would be effective against hordes. Plasmas are phenomenal against everything, as long as you don't roll ones.

Better?
   
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Locked in the Tower of Amareo




I think DA lascannon devs are quite nice. They come in at a good price point, and 4 lascannons in a list with access to cheap level 2 divination libby seems potent. They could have prescience and ignore cover potentially!

C:SM and BA are just hosed on devs. I agree that probably the most over all effective loadout is plasma cannons. These are homerun hitting weapons, but when they do work you get way ahead in points. All the other options are critically flawed, imo. Plus, BA have fast tanks and C:SM has thunderfire cannons with built in ignore cover competing for this slot.


Automatically Appended Next Post:
 SoloFalcon1138 wrote:
Missiles are the go-to catch-all weapon en masse. Lascannons can crack every type of armor, but are useless against a horde army. Multi-meltas are too short-ranged to be of any value. Heavy bolters, en masse, would be effective against hordes. Plasmas are phenomenal against everything, as long as you don't roll ones.

Better?


But even horde armies usually have some target for lascannons. Plasma cannons aren't good against vehicles, really; not for the cost. Missiles are *supposed* to be catch all, but they end up not being good enough against any one thing to be a serious choice, imo.

This message was edited 1 time. Last update was at 2013/08/07 15:10:56


 
   
Made in us
Trustworthy Shas'vre






MLs are bad??? Tell that to the SW players...


Just because it can't crack a 2+ doesn't make it bad. Multiple small templates wreck hoard units, better than PCs because their cheaper. Small Templates on terminators are great, a 1 is a 1. MLs offer a flexible firing options, they are supurb vs AV12 and below and can be fielded en mass.

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When I face SWs, their MLs are the least of my concerns. Long Fangs firepower degrades quickly when they come under fire.

" Multiple small templates wreck hoard units"

Except they don't. Not against players who know what they are doing.

This message was edited 1 time. Last update was at 2013/08/07 15:36:02


 
   
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Monster-Slaying Daemonhunter




Grand Rapids Metro

Go listen to Space Wolf players tell you their recent troubles since 5th edition...

Paladins, Riptides, Dreadknights, and now Serpents.

You realize it takes about 18 missiles to down one Serpent?

SW are also an exception due to good drop pod melta squads

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Again, SW are not dangerous because of lame ass MLs. They are dangerous because of how GHs are armed and can be armed. And their other tricks like Lone Wolves.


Automatically Appended Next Post:
In all fairness, it also takes 15 or so lascannons to down a serpent. But AV 13/14 and 2+ saves is where the lascannon has it all over the ML. That's very valuable in a TAC list.

This message was edited 1 time. Last update was at 2013/08/07 15:39:48


 
   
Made in us
Dark Angels Librarian with Book of Secrets






Martel732 wrote:
Again, SW are not dangerous because of lame ass MLs. They are dangerous because of how GHs are armed and can be armed. And their other tricks like Lone Wolves.


So, an aggressive army like Space Wolves which balances shooting, close combat, and psykers has a unit that is good in certain situations? sounds like poor balance to me...

/sarcasm

Long Fangs are nasty because of the split fire. For some armies, like vanilla marines and thunderfires, other units are better. Just tossing out "is *unit x* good?" is a foolish question. Context is a handy thing.
   
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The Conquerer






Waiting for my shill money from Spiral Arm Studios

In most normal sized games(1500-2000) they are not worth it.

The weapon upgrades are too expensive and the unit occupies a Heavy Support slot.

If you are playing above 2k with double FoC, they might be marginally useful because you have more HS slots to play with.

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Made in us
Deadly Dark Eldar Warrior





Unfortunately BT don't have dev teams but before when I was doing marines I did 4 plasma cannons on the team, and aim at there best unit and watch the blast blow them apart.

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 SoloFalcon1138 wrote:
Martel732 wrote:
Again, SW are not dangerous because of lame ass MLs. They are dangerous because of how GHs are armed and can be armed. And their other tricks like Lone Wolves.


So, an aggressive army like Space Wolves which balances shooting, close combat, and psykers has a unit that is good in certain situations? sounds like poor balance to me...

/sarcasm

Long Fangs are nasty because of the split fire. For some armies, like vanilla marines and thunderfires, other units are better. Just tossing out "is *unit x* good?" is a foolish question. Context is a handy thing.


Splitting fire with MLs is useless. It takes the whole squad firing together to reliably bring down a target.
   
Made in us
Death-Dealing Devastator





Seattle Area

I run ML devs and have no complaints. Sure they aren't good versus AV14, but there aren't a lot of those out there so I find I am able to consentrate on those with my meltas and las cannons. They are a great durable HS choice in my opinion

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Locked in the Tower of Amareo




But they're not durable. At least, they wouldn't be in the games I've played in. Granted, I play against players that most would consider "WAAC", but why should they neuter their own lists?


Automatically Appended Next Post:
 SoloFalcon1138 wrote:
Martel732 wrote:
Again, SW are not dangerous because of lame ass MLs. They are dangerous because of how GHs are armed and can be armed. And their other tricks like Lone Wolves.


So, an aggressive army like Space Wolves which balances shooting, close combat, and psykers has a unit that is good in certain situations? sounds like poor balance to me...

/sarcasm

Long Fangs are nasty because of the split fire. For some armies, like vanilla marines and thunderfires, other units are better. Just tossing out "is *unit x* good?" is a foolish question. Context is a handy thing.


Averaged across all possible matchups, I think ML long fangs are a poor heavy choice. They are cheap, but they are also vulnerable to small arms fire like pulse rifles and their damage output is not all that. As I said, the GH makes the SW codex work way more than the long fangs. The ML is just a result of people thinking they are getting some kind of deal, when I don't think they really are. Of course, my record against SW is abysmal but I maintain that it is because of the GH, not the long fangs.

This message was edited 1 time. Last update was at 2013/08/07 17:57:31


 
   
Made in ca
Member of the Malleus






As a BA player running 2 4xML squads in the backfield with a tact squad and priest I can honestly say they make their points back 4 out of 5 games.

Threatening AV 12 regularly, controlling the placement of hoard armies, taking advantage of bottle necks and one shooting t4 units. Their isn't a lot of other weapons that have the versatility of the ML in MEQ armies, specifically MEQ infantry armies.

** if you like ML's just run with them (a good share of infantry MEQ armies do for reason), you could write a 5 page mathematically backed research document titled "Missile Launchers and their application in 6th edition" and Martel would still disagree with it.

This message was edited 1 time. Last update was at 2013/08/07 18:10:21


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Locked in the Tower of Amareo




Please do so. So far, the main reason I see to use them is that they are cheap.

That being said, if you really think they solve your heavy support issues, by all means keep bringing them. But I don't see any other lists falling all over themselves to bring MLs, and that includes CSM and Eldar. Just because the marines have bad devastator options doesn't make the ML good.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

I usually run 2 devs at 7 men, 1 with 4 plasma cannons and the other with 4 lascannons, I back these with 3 rifleman dreads and 3 las plas tacticals, and then throw in 3 typhoons, and finally 2 level 2 div libys, does me well this army
   
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Hoary Long Fang with Lascannon






In what world are Devestators durable? Certainly not one with Heldrakes, FMCs, Wave Serpents, etc

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