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Made in us
Powerful Phoenix Lord





Dallas area, TX

Both in terms of game efficiency, but also modeling?
The Dev kit comes with so many extra options, it seems like a no-brainer to buy 1 Dev kit and 1 Tactical Marine kit and make 3x 5 Devs.

But how do you equip them with JUST the bits in those 2 sets?
Do you mix up the weapon options? Have dedicated units?

Each unit having a Sgt and ML seems easy enough. Out of the bits left, 9 models get to choose from 2 Lascannons, 2 HBs, 2 Plasma cannons, 2 Grav cannons & 2 Multimelta
Not super efficient options.

Side question: I have plenty of GK Psycannons & Incinerators. If I wanted more of the same type of weapons, what could those count-as?
Psycannons seem decent stand-ins for HBs and Incinerators could be MMs. But would units with 1 ML, 1 Las and 2 HBs be good?

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Made in gb
Fully-charged Electropriest






I play as a friend's RG occasionally and like to keep them cheap and utilise the Flakk Missiles and Hellfire Shells stratagems. First unit with 1 heavy bolter, 3 bolters and Sergeant with storm bolter. Second unit with missile launcher, 3 bolters and Sergeant with storm bolter. Third unit with heavy bolter, missile launcher, 2/3 bolters and Sergeant with storm bolter. If I'm taking a mostly infantry list I might add an extra marine to the units, equipped with lascannons. Otherwise I take lascannons/anti-vehicle weapons on dreadnoughts or other vehicles. Of course you want Armorium Cherubs in each unit and to be using that and the Signum on whichever models are using the stratagems.

As for modeling tips I can't offer any advice as I'm not familiar with the kits.
   
Made in ca
Frenzied Berserker Terminator





Canada

Using the Tac box to fill out other kits is always a great idea.

Okay, so I think it would be better to build the squads with a mix of weapons that way your AT can't be focused off the table so easily. Mind you once they're all done you can mix and match dudes to suit your list. Also you don't have to give all four guys a heavy weapon, you can use one guy as a meat shield alongside the Sarge.

I would try 1 ML, 1 Las and 1 HB in each squad with the Sarge and extra guy as Bolter dudes. That only gets you two squads though, so the 3rd squad could be ML & 2 Plasma Cannons. Multi Melta is really only good for a deepstriking Dev squad so I say skip em.

Alternatively you could cut down the barrels on those psycannons to make them look more like HBs and fill out the squads that way. Which isn't a bad idea as S5 is still decent en masse vs high toughness.



Gets along better with animals... Go figure. 
   
Made in us
Longtime Dakkanaut




Central California

I rarely go above 3 heavy weapons in a dev squad. With four (and in truth even 3) they become too much of a target. The above idea to split AT between squads is also strong. I compromise and generally go missile launchers anyway, but whatever. Tac marines and dev marines will take a 1/8" disk magnet in the shoulder slot. So dev weapons can be magnetized for switching out if that's a concern. I can't actually imagine running a list with more than 2 dev squads myself.

Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
Made in ca
Frenzied Berserker Terminator





Canada

I could see using 3 or more Devs for a footslogging army. Marines can put an impressive number of bodies on the field if you keep them cheap.

I think you should always have at least a couple MLs for Flakk stratagem. That and HBs for Hellfire shells. Between those two strats you can pile on some really crucial mortal wounds. These strats get even better with Signum & Cherub.

I think I would go so far as to say that the only real reason to take Las alongside MLs & HBs is S9 for stuff that's T8. Even then there are better platforms for Lascannons, but for someone short on bits they will do just fine in a Dev Squad.



Gets along better with animals... Go figure. 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Thanx for the feedback! Here is what I think could work:

Squad A: 1 ML, 1 Las, 2 HBs, Sgt
Squad B: 1 ML, 1 Las, 2 HBs, Sgt
Squad C: 1 ML, 2 Plasma, 1 HB, Sgt

HBs are the "expendable" models

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This message was edited 1 time. Last update was at 2019/02/18 18:50:34


   
Made in ca
Frenzied Berserker Terminator





Canada

Something else to consider for the OP though...

If you can get enough psycannons to make all your squads 1 ML & 2 HBs (or 3) that might be better than having the two Las...

If you only have 2 Lascannons that's only 2 shots at S9, four shots once per game if you use the Cherubs. Compare that to 2 HBs, 6 shots 12 if you use Cherubs on them. Sure you're only wounding T6-9 on 5+ but with so many shots you have a greater chance to land some wounds, AP -1 seems like crud but it's effective and cost efficient, especially vs stuff with no cover.

I think it's a hard choice between Las and HBs. Especially when you consider the effectiveness of HBs vs most infantry. Las is no comparison in that regard.

I would say if you have more AT elsewhere in the list stick to Missile Launchers and Heavy Bolters on the Devs. They'll be much cheaper and have a greater utility while still giving you decent AT.



Gets along better with animals... Go figure. 
   
Made in us
Decrepit Dakkanaut





xlDuke wrote:
I play as a friend's RG occasionally and like to keep them cheap and utilise the Flakk Missiles and Hellfire Shells stratagems. First unit with 1 heavy bolter, 3 bolters and Sergeant with storm bolter. Second unit with missile launcher, 3 bolters and Sergeant with storm bolter. Third unit with heavy bolter, missile launcher, 2/3 bolters and Sergeant with storm bolter. If I'm taking a mostly infantry list I might add an extra marine to the units, equipped with lascannons. Otherwise I take lascannons/anti-vehicle weapons on dreadnoughts or other vehicles. Of course you want Armorium Cherubs in each unit and to be using that and the Signum on whichever models are using the stratagems.

As for modeling tips I can't offer any advice as I'm not familiar with the kits.


I like to keep them cheap, too. With the new bolter rule they're still handy and you have more ablative wounds.

   
Made in us
Decrepit Dakkanaut




I always say that the nest number of meatshields is adding an extra body for anything after the second heavy weapon.

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Made in ca
Frenzied Berserker Terminator





Canada

Slayer-Fan123 wrote:
I always say that the nest number of meatshields is adding an extra body for anything after the second heavy weapon.


Which would mean a squad with 3 heavies should have 6 dudes. Perfect size for a Razorback. You know what that means?

Moar HBs!!!!



Gets along better with animals... Go figure. 
   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

If I put 2 heavy weapons I do 6 man squad, if 3 Heavy weapons I do 7 man squads. They will be targetred and I need to keep my Heavy weapons as much as posible alive.

Usually i do my squads one HB and one or two ML.

2500
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Made in us
Powerful Phoenix Lord





Dallas area, TX

This is actually for my son's UM army. He is thinking of the next addition to his army, which has:
1 Gravis Capt & 1 Lt
10 Tac Marines
10 Intercessors
6 Vanguard Vets
5 Hellblasters
1 Vendread w TL/ML

Personally, I think he should just get another Dread or more Hellblasters, but he doesn't want to get duplicates of any unit (which I've tried explaining is a bad idea, but he wants variety, so I can't fault him for that).
So what I am trying to provide with Devastators is a unit he will want duplicates of (because the kit comes with so many weapons) and that actually fills the same role as the VenDread or Hellblasters since those end up being priority #1

I might have him just get 1 Dev kit and 2 ETB Marine boxes. I can convert them easily enough and that will give him 11 models.

-

   
Made in gb
Norn Queen






You take Basilisks instead.
   
Made in us
Fixture of Dakka




NE Ohio, USA

 Galef wrote:
This is actually for my son's UM army. He is thinking of the next addition to his army, which has:
1 Gravis Capt & 1 Lt
10 Tac Marines
10 Intercessors
6 Vanguard Vets
5 Hellblasters
1 Vendread w TL/ML

Personally, I think he should just get another Dread or more Hellblasters, but he doesn't want to get duplicates of any unit (which I've tried explaining is a bad idea, but he wants variety, so I can't fault him for that).
So what I am trying to provide with Devastators is a unit he will want duplicates of (because the kit comes with so many weapons) and that actually fills the same role as the VenDread or Hellblasters since those end up being priority #1

I might have him just get 1 Dev kit and 2 ETB Marine boxes. I can convert them easily enough and that will give him 11 models.

-


Now you've got the right idea.
Build 15 marines: 3 sgts, & each of the heavy weapons. Then let your son decide what combos to try out each game.
   
Made in us
Member of the Malleus





WI

What I have been taking is 3 squads of 2 Heavy Bolters and 1 Missile Launcher plus Cherub. Backup up with Captain, Lieutenant, Ancient, and Apothecary.

It's a hefty castle, but you need other supporting units/distractions in the army. I typically play RG and stick them in ruins.

When the Devs get targeted and take wounds I let the first Heavy Bolter go first. Use the Ancient to shoot again and pop Hellfire Rounds. Then try to bring him back with the Apothecary. Granted if they get targeted fast this doesn't work to well.

I make bad decisions and think they are good.

Team No Bueno
 
   
Made in us
Ancient Venerable Dreadnought




San Jose, CA

I've had some success with 2 las 2 ml w Sgt combi.
supported by a squad of hellblasters w heavy plas.
add either a primaris capt/lt or Astartes equiv.

they seem to do the job, can hit/hurt a wide variety of targets, & a ton of s8/9 shots. cherub & signum with capt/lt rerolls kills stuff.
   
Made in us
Terminator with Assault Cannon






OKC, Oklahoma

I tend to think in terms of Range.
Weapons with similar range get deployed together. LC and ML, HB and PC. MMs get stuck in a transport and moved to where they can do the most harm.

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Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

One plasma cannon in the squad is good. Cherub and signum, you cant die from overcharge unless enemy has - to hit. That is upward to 12 dmg, but 2d3*2 instead of 2d6 (lascannon) is more reliable. Also its better against multi wound units, so the plasma cannon is multi purpose

This message was edited 1 time. Last update was at 2019/02/19 00:18:50


Brutal, but kunning!  
   
Made in ca
Junior Officer with Laspistol





London, Ontario

I usually wouldn't go more than 2 Heavies / 5 dudes.

Also... I like the Salamander Tactic with Vulkan. So I tend to take a couple of MM +1 "other" in a 10-man squad. That way I can reroll my MM's to hit and wound, and then one other weapon can reroll to hit thanks to the Sally Tactic.

But frankly, everything can shoot anything, so mixing and matching different weapons based on your meta is a-ok these days. As a "slow moving" unit at best, flexibility is usually better than specialization. Your targets will be what your opponent gives you. Presuming you use a fair bit of LOS blocking scenery.
   
Made in us
Charging Dragon Prince





Sticksville, Texas

I generally run three 5 man Dev Squads with 3 Missile Launchers and a Cherub in each. In a BA army, with our relic banner, they are quite a nuisance due to the 5+ ignore wounds from the relic banner, and 4+ to shoot back if they die.

I know Frag Missiles are not as cheap/effective as a Heavy Bolter, but the 48" range with each Missile Launcher putting out D6 shots has been crucial to clearing out chaff if the opponents is lacking many hard targets, or creating a landing spot for models coming in from Reserves the following turn.
   
 
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