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Made in gb
Dakka Veteran





which space marine chapter has the cheapest devestator squads?
   
Made in pr
Longtime Dakkanaut




Minneapolis, MN

This question doesn't have a simple answer. The bulk of the cost for Devastator squads is in wargear, and the prices vary greatly between Blood Angels, Space Wolves, Codex Space Marines and Dark Angels. There are some loadouts that are cheaper in one codex, other loadouts that are cheaper in a different codex (for example, a long fang squad with 4x missile launchers is cheaper than it's equivalent in the C:SM book, but that same long fang squad with 4x lascannons is significantly more expensive than it's equivalent in the C:SM book).

This message was edited 3 times. Last update was at 2014/02/15 01:16:10


 
   
Made in fi
Confessor Of Sins




 DanielBeaver wrote:
The prices vary greatly. (for example, a long fang squad with 4x missile launchers is cheaper than it's equivalent in the C:SM book, but that same long fang squad with 4x lascannons is significantly more expensive than it's equivalent in the C:SM book).


And the Long Fangs can't take a full six extra wounds (aka as bolter marines and Sergeant) before losing heavy weapons.
   
Made in gb
Dakka Veteran





 DanielBeaver wrote:
This question doesn't have a simple answer. The bulk of the cost for Devastator squads is in wargear, and the prices vary greatly between Blood Angels, Space Wolves, Codex Space Marines and Dark Angels. There are some loadouts that are cheaper in one codex, other loadouts that are cheaper in a different codex (for example, a long fang squad with 4x missile launchers is cheaper than it's equivalent in the C:SM book, but that same long fang squad with 4x lascannons is significantly more expensive than it's equivalent in the C:SM book).


I am looking for allies for my grey knight henchmen army and I am looking for a cheap dev squd. I have the blood angels codex and its 90 points for 5 models and missile launchers are 10 pts plasma cannon 15 points and lascannon 25 pts.

are there any cheaper codex's for lascannons or plasma cannons?
   
Made in gb
Executing Exarch






Without posting points costs, you'd save a chunk 'o change using the DA codex just on the bodies. Lascannons would be cheaper, ML's more expensive and PC's the same. - I'd imagine (can't confirm) that the costs would be the same as the DA's with the standard SM 'dex but you'd get a chapter tactic too.

With Long Fangs, the bodies would be cheaper but the weapons mostly the same as BA.
   
Made in fi
Confessor Of Sins




Cheap, eh? In that case the Long Fangs are probably it. And you also get good value from the stuff you have to take along - Grey Hunters are probably still the best marine troops to be had and a Rune Priest is a rock solid HQ choice, a steal at his price.
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Don't Long Fangs have the benefit of Split Fire too, or has that been left behind in the depths of previous editions?

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Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

 azreal13 wrote:
Don't Long Fangs have the benefit of Split Fire too, or has that been left behind in the depths of previous editions?

They have their own version of it, yes. As long as their sergeant is alive they can use it. Not being able to take ablative wounds hurts though. I think Chaos Havocs with autocannons are the best bang for your buck, no pun intended.

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Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

I hear it said that Long Fangs hurt a little because they can't take the extra bolter bodies. Genuine question, does any one actually buy the extra bodies for dev squads? I don't think I've ever seen a game or read a list with dev squads larger than the minimum heavy weapon carriers.

Mordian Iron Guard - Major Overhaul in Progress

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Made in gb
Hallowed Canoness





Between

I buy them for Retributor squads, which are like Sororitas Devastators. Then again, Retributors are actually viable without any heavy weapons at all, since rending bolters are pretty nice inherently.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

 Blacksails wrote:
I hear it said that Long Fangs hurt a little because they can't take the extra bolter bodies. Genuine question, does any one actually buy the extra bodies for dev squads? I don't think I've ever seen a game or read a list with dev squads larger than the minimum heavy weapon carriers.

If I'm taking Devastators, I'm generally springing for the extra bodies. If I need to shave a few points off those dudes are the first to go though.

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Made in us
Longtime Dakkanaut




St. George, UT

I run my CSM Havok squad (same thing as devistators) with two ablative wounds. I just like the idea that the first casualty from a pop shot isn't removing a 25+ point model.

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Made in us
Oozing Plague Marine Terminator





yea, 7 Havocs seem the perfect number, 2 bullet catchers in the front, then the "heroic" bullet catcher Champion, and then your 4 guns in the back.

Either the whole unit gets wiped out, or they stick around long enough to be ignored after the third turn.
   
Made in us
Plummeting Black Templar Thunderhawk Pilot





Equestria/USA

Imperial fists SM chapter have great Dev Squads since they all come stock with tank hunter.

Black Templars 4000 Deathwatch 6000
 
   
Made in us
Ragin' Ork Dreadnought




 conker249 wrote:
Imperial fists SM chapter have great Dev Squads since they all come stock with tank hunter.

If you don't mind FW rules, Red Hunters are amazing (Albiet tricky) allies to use. Once per game, for a single turn, you can assign special rules to any of your units for the rest of the turn. You can assigna number of special rules equal to the turn number, and the rules include Tank Hunter ,Interceptor, Skyfire, and Monster Hunter. If there's one flyer you really, really need dead, take a Grey Knights guy to give 'em Prescience, wait until turn two or three, and blast it with 4 epic twin linked skyfire tank hunter interceptor lascannons.
   
Made in il
Warplord Titan Princeps of Tzeentch






GK henchmen army?
Why do you need devs then?
Have you considered adding a pair of monkies to each team? they will provide either a lascanon, a multimelta or a heavy flamer-changeable each turn.


If you really want devs though, I'd advise imperial fists, tank hunter lascanons will become important with the upcoming knights.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Dakka Veteran





 BoomWolf wrote:
GK henchmen army?
Why do you need devs then?
Have you considered adding a pair of monkies to each team? they will provide either a lascanon, a multimelta or a heavy flamer-changeable each turn.


If you really want devs though, I'd advise imperial fists, tank hunter lascanons will become important with the upcoming knights.


I have monkeys and plasma cannon servitors but I like devestator squads as they have a higher BS. better armour etc.
   
Made in au
Towering Hierophant Bio-Titan





Waaaghpower wrote:
 conker249 wrote:
Imperial fists SM chapter have great Dev Squads since they all come stock with tank hunter.

If you don't mind FW rules, Red Hunters are amazing (Albiet tricky) allies to use. Once per game, for a single turn, you can assign special rules to any of your units for the rest of the turn. You can assigna number of special rules equal to the turn number, and the rules include Tank Hunter ,Interceptor, Skyfire, and Monster Hunter. If there's one flyer you really, really need dead, take a Grey Knights guy to give 'em Prescience, wait until turn two or three, and blast it with 4 epic twin linked skyfire tank hunter interceptor lascannons.





once per game at the beginning of any one player turn, the controlling player may declare that a number of their units with Chapter Tactics (Red Hunters), including Dreadnoughts, equal to the number of the turn being played will have one of the following pecial rules, chosen by the controlling player, until the beginning of their next turn. For example, if the protocols are activated in Turn 3, then three units may choose a single special rule from the following to apply:


Your's seems like a really broad interpretation of the rules, looks to me like 3 separate units can each pick a single ability. I doubt this interpretation would fly at my FLGS. Being that I need to ask my opponent for permission to use it, I don't think I would try to force any cheesy interpretations for FW rules.

Or am I reading it wrong?

This message was edited 1 time. Last update was at 2014/02/17 12:03:09


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