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![[Post New]](/s/i/i.gif) 2014/02/20 05:30:55
Subject: devestator combat squads
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Death-Dealing Devastator
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Do 10 man squads of devestators work in combat squads. It seems the extra wounds and being able to shoot at different targets is good. Or is it better to spend a few extra points and buy 2x 5 man squads. (Imperial Fist tactics will be used, running the squads with missile launchers)
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"Give us prey, and we shall hunt" -Battle cry of the Purgation Hounds. |
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![[Post New]](/s/i/i.gif) 2014/02/20 06:28:15
Subject: Re:devestator combat squads
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Hellish Haemonculus
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I've only ever paid for the wound-sinks if I have allied them in (and thus can't take another HS choice).
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![[Post New]](/s/i/i.gif) 2014/02/20 10:40:25
Subject: devestator combat squads
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Painlord Titan Princeps of Slaanesh
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Play long fangs if you wanna shoot 2 dif targets.
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![[Post New]](/s/i/i.gif) 2014/02/20 14:09:35
Subject: devestator combat squads
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The Marine Standing Behind Marneus Calgar
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If I’m paying for the extra guys to soak bullets, I like to keep them together. That said it is an option available, and one that takes place after you see what your opponent is bringing and what the mission is. With how crowded the HS slot is these days, it’s also a good way to get more firepower/targets out of limited slots.
There are perks to 2x5 man separate squads if you have the slots/points. The big one being the sarge’s BS5 signum.
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![[Post New]](/s/i/i.gif) 2014/02/20 14:24:35
Subject: devestator combat squads
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Fireknife Shas'el
Lisbon, Portugal
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You can put the bolter-only squad to give a 5+ cover in a flank you don't want to shoot at things
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AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
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![[Post New]](/s/i/i.gif) 2014/02/20 15:09:10
Subject: devestator combat squads
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Crushing Black Templar Crusader Pilot
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For imperial Fists, I like a 10-man squad with 2 LCs and 2 Flakk missiles; combat squad the LCs into one squad and the Flakks in the other. Gives you an anti-air and anti-armor unit. (IF trait is the only time I invest in Flakks btw).
If you're running single FOC it allows you to bring 2 more heavies (I usually add a TFC and devastator centurions).
Cheers.
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![[Post New]](/s/i/i.gif) 2014/03/13 11:53:35
Subject: Re:devestator combat squads
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Bounding Ultramarine Assault Trooper
jct25 M1 , derby
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I don't go for the extra men
I buy a razorback (dedicated transport) with twin linked las cannons instead & use it as close support for extra fire power
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Massive ultramarines army
TOW Empire of Men
BloodBowl: Orcs, Humans Lizardmen, Goblins & Skaven
Zombicide
X wing |
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![[Post New]](/s/i/i.gif) 2014/03/13 14:00:58
Subject: devestator combat squads
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Locked in the Tower of Amareo
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Buying bolter losers in the heavy slot seems like a good way to fail.
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![[Post New]](/s/i/i.gif) 2014/03/13 17:28:29
Subject: Re:devestator combat squads
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Land Raider Pilot on Cruise Control
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It could work.
Either 2 launchers in each or the 5 man bolters run off to claim an objective (if you get BGNT)
The problem is if you split them to 5 X boltguns and 4X launchers + sergeant the ML squad won't have meat sacks to take bullets with their faces.
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If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. |
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![[Post New]](/s/i/i.gif) 2014/03/13 17:44:37
Subject: devestator combat squads
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Resolute Ultramarine Honor Guard
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Don't buy the extra bodies. I'm sure there is something better you can spend 14 - 70pts on then bolter marines.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2014/03/13 17:45:40
Subject: devestator combat squads
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Locked in the Tower of Amareo
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Don't buy the MLs, either. There's better things to buy.
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![[Post New]](/s/i/i.gif) 2014/03/13 20:14:25
Subject: devestator combat squads
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Annoyed Blood Angel Devastator
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Couldn't hurt to try it out. All of the benefits are as above
1. Split fire
2. Ability to utilize different HWs
3. Cover more ground.
4. Harder to tarpit
However, definitely do so if you take 10 devestators. A couple bullett sponges is a good idea. A 10 man squad is unwieldy, easy to get into combat with/neutralize and generally a waste of points and firepower if the 10x devs aren't combat squadded.
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![[Post New]](/s/i/i.gif) 2014/03/13 22:30:32
Subject: devestator combat squads
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Longtime Dakkanaut
Minneapolis, MN
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Bolter marines are not very good by themselves, the 5 man squad you break off from the main group is not going to accomplish much. Better to use the extra bodies as ablative wounds for the big guns.
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![[Post New]](/s/i/i.gif) 2014/03/14 07:14:09
Subject: devestator combat squads
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Prophetic Blood Angel Librarian
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Why do so many people think the OP will put ALL the heavy weapons in one squad and all the bolters in another?
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![[Post New]](/s/i/i.gif) 2014/03/14 08:25:27
Subject: devestator combat squads
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Longtime Dakkanaut
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If you split them 2+3/2+2+Serg you can put one combat squad in a rhino and shoot their two heavy weapons. The rhino can then be used as LoS blocking terrain to protect the second half of the squad or they can be deployed somewhere else entirely.
Another benefit of spreading the HWs between the combat squad means if your opponent has a 'delete a unit' ability he is not going to kill all the heavy weapons in one go.
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