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Made in se
Fresh-Faced New User




So what are your favorite devestator loadout? I've seen alot of 6th edition go for the all missile launcher, but I've seen the more costly all lascannon aswell.

From what i've encounterd people often dont mix weapons that much. So whats your fav setup?
   
Made in us
Battleship Captain




Oregon

For all Chapters besides IF, I think it's massed lascannons because they're reasonable priced now.

For IF, I actually see the value in missiles with the flakk upgrade because tank hunter turns them into an actual threat. Only drawback is lack of AP2 but you'll still be getting a lot of glances and crippling damage results.
   
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Jovial Plaguebearer of Nurgle





West Bend, WI

I have actually found that with IF, heavy bolters are pretty damn nasty! I took out two rhino with what 110pts plus took out a command squad.
   
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Fresh-Faced New User




I've looked at the 4 Lascannon option, but that with some additional members in the grp is starts to rack up in points.

4 lascannons with 3 extra members costs 192 points... whereas a predator annihilator "only" costs 140.. You can allways argue that the pred can be taken out in a single lucky shot tho..

Why doesnt people run 4 missile launchers anymore btw?

This message was edited 1 time. Last update was at 2014/09/19 13:14:04


 
   
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Infiltrating Broodlord





Oshawa Ontario

nengstrm wrote:
I've looked at the 4 Lascannon option, but that with some additional members in the grp is starts to rack up in points.

4 lascannons with 3 extra members costs 192 points... whereas a predator annihilator "only" costs 140.. You can allways argue that the pred can be taken out in a single lucky shot tho..

Why doesnt people run 4 missile launchers anymore btw?


Missiles died with the changes to the vehicle damage chart and hull points in 6th edition. Missiles were taken enmasse because they were cheap and gave you a ton of chances to roll that six you needed to kill a vehicle in 5th edition. Nowadays it's better just to either glance stuff to death with autocannon spam, or go with something with a chance to knock a vehicle out like lascannons/melta weapons. The points cost between the weapons has also closed up a bit to make missiles less of a no brainer choice as well.

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The Marine Standing Behind Marneus Calgar





Upstate, New York

I still like to mix, in theory. Although last time I took the devs out it was with 4xLC.

2xHB, 2xPC (preferably in a full squad) This is my anti-infantry load. It can threaten light vehicles if needed, but is mostly there to shoot at things walking around that can’t be dealt with with quickly normal bolter fire. Replacing the PCs with MLs could fill a similar role, as could running PC/ML. Depends on what weight of fire you want/need.

I used to advocate 2xML, 2xLC for a squad. Mostly due to the prohibitive cost of the LCs. Now that the prices are closer, I’m not sure it’s worth the savings. The fact that I regret almost every frag missile I shoot downrange does not help here. So the MLs end up shooting kracks all the time, which are a poor substitute for AV fire when you could have a lascannon.

Maybe IFs can get away with flack missiles due to tank hunters, but for the rest of us they are prohibitively expensive for a slim chance to down a flyer. As an Ultramarine, I’d rather just pop my Dev doctrine, shoot 4xLCs into the air, rerolling misses. One of them should land, and S9 AP2 is going to do a lot more then just a S7 AP4 missile or two.

   
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Longtime Dakkanaut




Indiana

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But in all seriousness I would say quad lascannon with 1-2 extra dudes if not the full 10 for combat squad.

However I would not bother running them without imperial fist tactics.

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The Marine Standing Behind Marneus Calgar





Upstate, New York

 Carnage43 wrote:
nengstrm wrote:
I've looked at the 4 Lascannon option, but that with some additional members in the grp is starts to rack up in points.

4 lascannons with 3 extra members costs 192 points... whereas a predator annihilator "only" costs 140.. You can allways argue that the pred can be taken out in a single lucky shot tho..

Why doesnt people run 4 missile launchers anymore btw?


Missiles died with the changes to the vehicle damage chart and hull points in 6th edition. Missiles were taken enmasse because they were cheap and gave you a ton of chances to roll that six you needed to kill a vehicle in 5th edition. Nowadays it's better just to either glance stuff to death with autocannon spam, or go with something with a chance to knock a vehicle out like lascannons/melta weapons. The points cost between the weapons has also closed up a bit to make missiles less of a no brainer choice as well.


The points is really the nail in the coffin for me. Back when MLs were 15 and LCs were 35 you really needed to want the big guns. MLs worked fine for most applications, and it was difficult to justify the PC/LC. Which is why you saw a lot of MLs being mixed in: cost savings. Now that they are +/- 5 points to the ML (depending on if they bought flack) it’s easy to just go full-LC and pop tanks.

   
Made in us
Longtime Dakkanaut




I still run LC/3 ML simply for cost savings. I can get a nice bs5 Lascannon, an still have a chance to rattle the AV14. That is for long range squads. Also looking at making use of Combat squads to get an "extra" Dev squad for better use of UM Dev. Doctrines with something like 2 MM or LC and 2PC.
   
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Fighter Pilot





2 units of 3 LC as IF. It used to work ok. Since the changes to vehicle damage table "explodes" results have become extremely hard to come by.

If only Devs could hold autocannons.

 
   
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Proud Triarch Praetorian





I run 5 dudes with 4 Lascannons, simply for anti-tank/MC.

They are also effective when applied to Terminators

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Made in at
Slashing Veteran Sword Bretheren






4 Plasmacannons. Fkin do eeet fgt.



No seriously. I know there's some crazy blow up risk there, but the thought of each turn you launching four glowing balls of plasma with a satisfying woomch from your backfield to whatever expensive 2+save formation the enemy is fielding is an extremely pleasing thought. And with PCs being as cheap as never before in a Space Marine codex, along with the base cost of SMs being as cheap as never before as well, it makes for 130 points a relatively cheap and expendable squad that wont hold up to any return fire, but makes for a perfect glass cannon that can more than make its points back in the first 2 turns of the game.

This message was edited 2 times. Last update was at 2014/09/20 11:11:21


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Tunneling Trygon






Actually I still run four missiles for multi-threat engagement. My Dreadnaught and Stormtalon are my dedicated anti-armor and since my anti-horde is pathetically weak in a 1000pt list, I keep frag and krak options available to both insta-kill T4 Nid Warriors and Tau XV8 suits and to rain blasts on Gaunts, Cultists and Orks. A Predator will join the anti-armor section as well so really, Devs just don't need to be my answer to armor any time soon.
   
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Stubborn Dark Angels Veteran Sergeant





Las cannons vs most. Plasma vs other marines :p missile launchers will always have a place in my heart though.

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Homicidal Veteran Blood Angel Assault Marine






Missiles still give the added versatility of a blast template, so if youre facing down a hoard of somethings youre not stuck plinking away with 2 to 3 casualties a turn.

Best load out for imp fists is 4x heavy bolters, hands down.

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 th3maninblak wrote:
Best load out for imp fists is 4x heavy bolters, hands down.


is it? Or did you forget their Devastators have tank-hunters, and thus in this case the ML or LC are that much more lucrative?

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 Ravenous D wrote:
40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
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 Sir Arun wrote:
 th3maninblak wrote:
Best load out for imp fists is 4x heavy bolters, hands down.


is it? Or did you forget their Devastators have tank-hunters, and thus in this case the ML or LC are that much more lucrative?


I didnt forget at all. 110 points buys you an avg of 10 str5 hits that reroll armor pen. So you can reliably off 2-4 marines every turn or wreck an av10-11 vehicle. Against lighter infantry, it becomes a meat grinder. So no, i did NOT forget about tank hunters. Its one of the reasons that squad is so good.

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Slashing Veteran Sword Bretheren






I dunno. If I were playing Imperial Fists, I would rather pay 40 more points and upgrade to 4 Lascannons which can then wreck Hammerheads and Land Raiders as well, not to mention deal actual damage to terminators and MCs as well.

There's plenty of other stuff in the marine armylist that can handle light infantry.

In fact, if I were playing Imperial Fists I would also take a 10 man Devastator squad and gladly pay extra for those additional bodies to keep my tankhunter Lascannons going despite receiving enemy fire, while the Bolter Drilled Bolters add to the squad's anti-light infantry output as well - definitely more worth the points than other chapters taking a 10 man Devastator squad

This message was edited 2 times. Last update was at 2014/09/21 14:28:34


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 Ravenous D wrote:
40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote:
GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
 
   
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Killer Klaivex




Oceanside, CA

Full 10 man squad, with a quad-gun, 4 missile launchers, all with Flak missiles.
4 S7 shots isn't enough for anti-air, but 8 S7 shots (half with re-rolls to hit), and all with tank hunter will wreck flyers.




 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
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USA, Maine

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Slippery Scout Biker





When I face other Space Marines, I prefer to bring 2 Dev squads, one with 3 PC/1 HB and the other with 2 LC/ 2 ML. The latter wrecks that Rhino, and the former fills the area with blasts.

This message was edited 1 time. Last update was at 2014/09/21 16:48:28


 
   
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Death-Dealing Ultramarine Devastator





5 Devestators with 2xLC for 110pts. It's cheap, small enough to put in any good piece of cover I need, and just non-threatening enough to be overlooked in comparison to my other units.

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I run 4 x ML mostly with my Imperial Fists tactics, they do the business for me and I like the option to hit infantry as well.

I sometimes swap one out for a plasma cannon, 3 krak missiles and an AP2 blast into day a crisis squad can be very nice indeed.

I have used 4 Heavy Bolter before now against a horde and with IF tactics it works flawlessly.

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Made in us
Longtime Dakkanaut





Oceanic

anything more that 5 members is a waste. i have two full squads but thats only because i have a full battle company for APOC games.

ideally, you probably want 4 LC and the SGT and put them somewhere high where they get a good view of the land. if you have a TFC you can give them a +1 to cover in ruins.

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Death-Dealing Devastator




Bournemouth

3 ML and a LC for fun. deals with most stuff out there, normally throw an extra man in and go with 6-7 marines

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Been Around the Block




I play Imperial Fists for the fluff so I have a squad of 5 decked out in 4x HB and a squad of 5 decked out in 4x LC.

This message was edited 1 time. Last update was at 2014/09/24 16:04:17


 
   
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Growlin' Guntrukk Driver with Killacannon




USA, Maine

Johnnytorrance wrote:
anything more that 5 members is a waste. i have two full squads but thats only because i have a full battle company for APOC games.

ideally, you probably want 4 LC and the SGT and put them somewhere high where they get a good view of the land. if you have a TFC you can give them a +1 to cover in ruins.


I don't agree. I run 8, put the laser cannon in the back, and put them in cover. It is a large amount of fire to kill 4 marines in cover and with tank hunter, they shred most things.

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Morphing Obliterator





San Francisco, CA

I mostly play against other MEQ armies. I use 2 LotD melta squads for anti-tank, so when I run devs I usually go with 4 plasma cannons and point them at MEQ/TEQ. I would also sometimes mix in coteaz from the inquisition codex for some prescience goodness. gods help whatever poor deep strikers landed near that dev squad...

range can definitely be a limiting factor early in the game, though, as is not being able to snap shot if you have to move. if I wasn't so in love with my LotD units, I'd consider going with 4 LC instead.

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