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![[Post New]](/s/i/i.gif) 2013/11/02 16:48:16
Subject: dev squads
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Dakka Veteran
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Is it worth it to run full ten man dev squads our just 5
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![[Post New]](/s/i/i.gif) 2013/11/02 17:00:01
Subject: dev squads
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Ladies Love the Vibro-Cannon Operator
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zilka86 wrote:Is it worth it to run full ten man dev squads our just 5
What kind of chapter are you playing?
Generally, five men units are sufficient. They have no ablative wounds, but are much cheaper than 10 men units.
Moreover, Dev units are generally not high priority targets and even if they are, your troops will be come a lower priority target and this will be good for you.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2013/11/02 17:54:08
Subject: dev squads
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Crushing Black Templar Crusader Pilot
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If you're running IF chapter trait it can be useful to get the full 10-man squad to be able to use tank-hunter on a couple different targets.
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![[Post New]](/s/i/i.gif) 2013/11/02 17:57:55
Subject: dev squads
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Never Forget Isstvan!
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to elaborate, you can take the 10 man squad an combat squad them to split the heavy weapons into two teams.
This is great for going up againgst armor 12 or less. Anything higher than that and your gonna need the 4 lazcannons into the single target.
Tank hunter on IF's is what makes a 3 devestator squad list work. Though if you have more points, 3 cent dev squads is more firepower and immune to helldrakes for the most part.
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![[Post New]](/s/i/i.gif) 2013/11/02 19:14:42
Subject: Re:dev squads
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Dakka Veteran
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As of now i haven't picked a chapter tactic as none seem to fit my defense style of play. Right now i been ruining 2 squads of 3ms and one lc as in my meta theres really not many vehicles manly foot armys my. dev squad seem to do good against nids and ther mc . also my dev squads are normal a number one tragert to must players as the damage they can deal
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This message was edited 1 time. Last update was at 2013/11/02 19:16:30
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![[Post New]](/s/i/i.gif) 2013/11/02 19:16:26
Subject: Re:dev squads
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Slaanesh Havoc with Blastmaster
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I find that with 10 mans squads, you can place the guys with bolt guns in front of your heavy weapons, so they should in theory last longer
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Brotherhood of the Damned 20,580
Nids 1,900
5,800
I am the Beard and I'm..........*whispers* Awesome |
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![[Post New]](/s/i/i.gif) 2013/11/02 19:43:11
Subject: dev squads
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Growlin' Guntrukk Driver with Killacannon
octarius.Lets krump da bugs!
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phoenix darkus wrote:If you're running IF chapter trait it can be useful to get the full 10-man squad to be able to use tank-hunter on a couple different targets.
no.He HAS to get the new supplement to play IF.Isn't that right zilka?
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Kote!
Kandosii sa ka'rte, vode an.
Coruscanta a'den mhi, vode an.
Bal kote,Darasuum kote,
Jorso'ran kando a tome.
Sa kyr'am nau tracyn kad vode an.
Bal...
Motir ca'tra nau tracinya.
Gra'tua cuun hett su dralshy'a.
Aruetyc talyc runi'la trattok'a.
Sa kyr'am nau tracyn kad, vode an! |
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![[Post New]](/s/i/i.gif) 2013/11/02 20:24:20
Subject: Re:dev squads
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Dakka Veteran
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Yes so i haven't picked what chapter tactic i will be useing because once you pick ur stuck with it for good
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![[Post New]](/s/i/i.gif) 2013/11/02 20:31:58
Subject: dev squads
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Bounding Dark Angels Assault Marine
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Well, regarding dev squads, I usually run either full 10 man to split fire, or when my list is getting almost done i'll throw 2-3 more bodies into the dev squads just for ablative wounds.
Regarding CT, IF makes debs ever so yummy, and you're not really stuck with one if you go successor chapter and make one up for yourself. The Sons of Zilka can have their own paint scheme and be a successor to whatever chapter you feel like playing.
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Dark Angels 1st, 2nd, 5th, 10th Companies,
~14,000 points
36-21-4
~ 4500 points of Tau
5-5-1
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~6500 points of Tyranids: Hive Fleet Niadra
1-2-0 |
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![[Post New]](/s/i/i.gif) 2013/11/02 20:36:29
Subject: Re:dev squads
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Pustulating Plague Priest
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Using a five man devastation squad, you can throw them into a razorback (does the new SM codex have razorbacks?) and not only have a more mobile devastator squad but also fire support from said razorback for when they disembark and fire.
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Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD! |
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![[Post New]](/s/i/i.gif) 2013/11/02 22:01:30
Subject: Re:dev squads
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Dakka Veteran
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I don't take any vehicles in my list as ther to weak in this ed and do not last more then a trun before they die and ther really not that mobile
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![[Post New]](/s/i/i.gif) 2013/11/02 22:02:49
Subject: Re:dev squads
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Growlin' Guntrukk Driver with Killacannon
octarius.Lets krump da bugs!
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Trun is turn.Learn to spell.
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Kote!
Kandosii sa ka'rte, vode an.
Coruscanta a'den mhi, vode an.
Bal kote,Darasuum kote,
Jorso'ran kando a tome.
Sa kyr'am nau tracyn kad vode an.
Bal...
Motir ca'tra nau tracinya.
Gra'tua cuun hett su dralshy'a.
Aruetyc talyc runi'la trattok'a.
Sa kyr'am nau tracyn kad, vode an! |
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![[Post New]](/s/i/i.gif) 2013/11/02 22:11:36
Subject: Re:dev squads
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Lord of the Fleet
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zilka86 wrote:Yes so i haven't picked what chapter tactic i will be useing because once you pick ur stuck with it for good
No, you're not. You can use whatever CT you want, whenever you want.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2013/11/03 02:44:10
Subject: Re:dev squads
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Douglas Bader
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Blacksails wrote:zilka86 wrote:Yes so i haven't picked what chapter tactic i will be useing because once you pick ur stuck with it for good
No, you're not. You can use whatever CT you want, whenever you want.
This is probably another one of their bizarre house rules, like not being allowed to use a unit in your codex if GW doesn't sell a kit with that exact name (no IG veterans, etc).
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2013/11/03 02:51:34
Subject: Re:dev squads
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Lord of the Fleet
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Peregrine wrote: Blacksails wrote:zilka86 wrote:Yes so i haven't picked what chapter tactic i will be useing because once you pick ur stuck with it for good
No, you're not. You can use whatever CT you want, whenever you want.
This is probably another one of their bizarre house rules, like not being allowed to use a unit in your codex if GW doesn't sell a kit with that exact name (no IG veterans, etc).
Because all house rules are cheating. Every single one, no exceptions.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2013/11/03 13:19:24
Subject: Re:dev squads
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Dark Angels Librarian with Book of Secrets
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The best perk of going with 10 man dev squads is that you can combat squad so you have 2 heavy weapons per squad. This can be pretty nice as it splits your fire and gives you lots of ablative wounds.
As mentioned, cost is the big problem. While bolters are not horrible weapons in today's meta, they are mid ranged and devs tend to want to sit back at long range.
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![[Post New]](/s/i/i.gif) 2013/11/03 13:33:18
Subject: dev squads
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Angry Blood Angel Assault marine
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It really depends on what you are using your Devs for. I usually just take them in 5 man squads, find a nice tall ruin and let them rain fire. With most of your guns being in the 36" - 48" range you really don't need them up close and personal so the ablitive wounds become less of an issue. Now if your using them to haul around multi-meltas then your will probably want some ablitive wounds hanging around, you probably don't need 10 unless your running IF and want to combat squad.
P.S. - Don't feed the trolls.
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War is not a matter of who is right, it is a matter of who is left.
It’s all fun and games until someone loses an eye. Then it’s fun and games without depth perception. - TSOALR
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![[Post New]](/s/i/i.gif) 2013/11/03 14:04:23
Subject: Re:dev squads
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Executing Exarch
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Are the options really only 5 or 10?
Why not 6-7? A couple of ablative wounds without going the whole hog.
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![[Post New]](/s/i/i.gif) 2013/11/03 14:08:25
Subject: dev squads
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Dark Angels Librarian with Book of Secrets
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If you have an extra 14 or 28 points, adding a few extra bodies is never a bad thing.
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![[Post New]](/s/i/i.gif) 2013/11/03 16:24:10
Subject: dev squads
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Stalwart Dark Angels Space Marine
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3 10 man units, banner of devastation. Against infantry those bolter chumps aren't so useless anymore.
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![[Post New]](/s/i/i.gif) 2013/11/03 16:34:41
Subject: dev squads
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Dark Angels Librarian with Book of Secrets
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ADustyMan wrote:3 10 man units, banner of devastation. Against infantry those bolter chumps aren't so useless anymore.
In 5th edition the bolter was a nearly useless weapon. Most players brought transports and were tank-heavy. The rules to rapid fire just made it hard to deliver that much of a punch with bolters.
6th edition has changed things around. The increase of infantry, xenos, and rapid fire have made the bolter a much more desireable weapon. In my last few games I've seen the bolters do as much of the work as the heavy weapons. For example, on my stormravens/centurians the hurricane bolters will often do as much damage as the special weapons when fighting xenos armies.
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![[Post New]](/s/i/i.gif) 2013/11/04 04:56:55
Subject: Re:dev squads
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Adolescent Youth with Potential
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Beard wrote:I find that with 10 mans squads, you can place the guys with bolt guns in front of your heavy weapons, so they should in theory last longer
Exactly my tactic, and yes, other then against template weapons, it keeps them in the fight much longer.
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![[Post New]](/s/i/i.gif) 2013/11/06 02:08:18
Subject: dev squads
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Longtime Dakkanaut
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I like to combat squad my 10 man dev teams, get to use those 5 tacticals as bodies on the field. Of course there's been instances when my dev's could've used the bodies as shields, but generally I don't let anything get that close.
YMMV actually.
Also, IF Codex due out in 2014, explains: Bolter Drill and what it means. You should pick it up OP.
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Shadowkeepers (4000 points)
3rd Company (3000 points) |
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![[Post New]](/s/i/i.gif) 2013/11/06 17:25:01
Subject: dev squads
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Member of a Lodge? I Can't Say
WI
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The nice thing is, if you have a 10 man squad you can choose to combat squad or not based on who your playing to give your list a little flexibility.
If they are a foot list or MC heavy, keeping the squad together into one blob isn't a bad plan. If they are vehicle heavy, splitting them up is the better choice. If your someone who runs a ADL, keeping your Sergeant and a normal bolter guy in contact with the gun allows you the choice of firing the gun on the Intercept Turn and then using the Signum on your normal shooting turn.
Personally, I run four lascannons in a 10 man squad and use a Icarus lascannon on my ADL. I surround my heavy weapons with bolter guys (2-3 outside the ADL in front) and two covering the rear and sides with the Sergeant on the gun. I use this squad as a Anti Aircraft squad as well as for normal high value targets. I fire the Icarus every turn I can, because why not?
I combat Squad up my Tactical squads to end up with two more Lascannons behind the ADL and I run two Preds with LC Sponsons to give me 11 lascannon shots a turn. One thing I fear is Helldrake spam, but the Preds give me something that is flamer proof, but a vector strike target. If they Vector strike it, they are not flaming. Not the best solution (Centurions win the Helldrake fight hands down), but a cheaper one.
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Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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