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Made in us
Dakka Veteran






Hey mates. Been working on various lists to run with this formation and while the Assault Marines I plan to keep simple and effective, I have been torn on how to run the Devestators. As it stands:

* 4x Grav Cannons seem like a very popular choice for obvious reasons, however it is ridiculously expensive to field, which is why I hesitant to go that route.

* 2x Grav Cannons and 2x Multi-Meltas is another option, as by going with a 10x man Devestator Squad, I could Combat Squad them and have them fulfill multiple roles.

* Some people have suggested that if I go the IF route, 4x Hvy. Bolters wouldn't be a bad option, but also many others have suggested that 4x Multi-Meltas are a solid option for the AP1 and the affordability, as they would get Tank Hunters.

Anyways, just wanted to get some feedback on how you would rub the Devestators in this formation and why, as well as what Chapter Tactic you are planning to field. For me, Looking around BT, IF, or Fire Hawks from FW, and I'm leaning towards the 2x Grav Cannons/2x Multi-Meltas or the 4x Multi-Melta options.


   
Made in ca
Perfect Shot Dark Angels Predator Pilot




Ottawa, Ontario, Canada

As far as 2x grav + 2x melta and then combat squad, I would avoid this. The formation bonus you get to assaulting units that the devs shot at make combat squading 5 bolted marines out better. Put the 4x heavies + combi sarge in one square, 5 bolts in the other. Heavies either evaporate armour or heavy infantry (with your choice of mm or grav), then the bolters light up your intended infantry assault target, preventing over watch and giving assault marines bonuses in combat. Do this for each dev and assault squad, and you basically neutralize 4 units.

If you are going heavy bolter and looking for say, counter msu or infantry heavy, you could also combat squad the assault marines, then have 2x hb in each dev combat squad. This combined with IF CT would work to take out 4x non heavy/elite infantry. But keep in mind 5 assault marines aren't very hard hitting, even with the bonuses.

For general purpose build of the formation you could have one dev squad 4x mm and one 4x grav. This would be cheaper than both running grav, and would still let you melt 2 soft units plus a tank then a heavy infantry or another tank.

The final CT will depend on how you lay out the dev squads and the synergy with the rest of your army

"And the Angels of Darkness descended on pinions of fire and light... the great and terrible dark angels."
— Ancient Calibanite Fable 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





^ this

If you are running one to win, 4x grav cannons will be better,


^ this

If you are running one to win, 4x grav cannons will be better,

You take 2 ten man dev squads with 4 grav cannons

Two 10 man ASM squads, give sgt a melta bomb

The above formation comes in at ~1000pts.

Take a squad of 3 whirlwinds if you are afraid of horde armies.
(Or just take 3 separate whirlwinds, ) but if you take the squad they get nifty rules and they are cheap and effective with those rules,

Then just fill out the HQs and troops how you wish.

Personally, generic hq with an asupex for each dev squad works. Fairly well.

Another option for anti-horde is take tiggy hq(get perfect timing) , two scout units for back field obj. And a cent squad (stock + an omiscope)
Tiggy gives you rending for a turn on the cents as well.


Which still leaves you with 130-150pts to do what you will with.

This message was edited 3 times. Last update was at 2015/06/16 20:50:58


 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Dakka Veteran






Not a bad option, however when it comes to the Assault Marines, I already planned on running them 10x man, cheap version would be just giving the Sgt. Meltabombs, expensive version would be 2x Eviscerators, Sgt. w/PF, anand possibly 2x Flamers if I go the Fire Hawks route.

The issue I have with the Devestators with 4x Gravs is that not only the cost, but the fact that while it's good against many things, there are things that will struggle against it. Which makes the Multi-Meltas appealing as the are good against everything. Currently like the Multi-Melta option as if I decide to run either BT, IF or the Fire Hawks, my troop choices will most likely be fitted out to deal with Anti-infantry, which will all me to fill out the points elsewhere. But another problem is that if the Devestators shoot at an enemy unit, they force them to either go to ground or not being able to overwatch, so it's kind of a pickle in a sense.
   
Made in ca
Fixture of Dakka






The coolest thing about this formation is that we're talking about heavy bolters and multimeltas on devastators, something that has been rarely seen in quite a while -- because you can't effectively get them anywhere useful in a normal game. Well, really, devastators of any kind have been like UFO sightings
   
Made in us
Stubborn Dark Angels Veteran Sergeant





 Ironwolf45 wrote:
Not a bad option, however when it comes to the Assault Marines, I already planned on running them 10x man, cheap version would be just giving the Sgt. Meltabombs, expensive version would be 2x Eviscerators, Sgt. w/PF, anand possibly 2x Flamers if I go the Fire Hawks route.

The issue I have with the Devestators with 4x Gravs is that not only the cost, but the fact that while it's good against many things, there are things that will struggle against it. Which makes the Multi-Meltas appealing as the are good against everything. Currently like the Multi-Melta option as if I decide to run either BT, IF or the Fire Hawks, my troop choices will most likely be fitted out to deal with Anti-infantry, which will all me to fill out the points elsewhere. But another problem is that if the Devestators shoot at an enemy unit, they force them to either go to ground or not being able to overwatch, so it's kind of a pickle in a sense.


Grav cannons handle hordes better multi melta.

Grav cannons will kill tanks and walker and mcs better. It kills everything better, except buildings


Automatically Appended Next Post:
Alternatively, you could ally this formation in to a assault army and use as a screen.

Two 10 man dev squads bare or with heavy bolters/MM come in and force 4 units to GtG on 3d6, tie up shooty units with 4 5man ASM squads, by the time they are dealt with your main force is hitting them almost unscathed.

This message was edited 1 time. Last update was at 2015/06/17 00:06:56


 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Fighter Pilot





Because I've got a Salamander army, I've equipped mine with MMs. I'm currently debating between 2 MMs in a squad of 5(*2), or 4 MMs in a squad of 4+3 MMs in a squad of 4. I've been given a bit of leeway with the points limit, so I could slap another MM on the squad with 3, but I'm hesitant.

When the only tool you have is a Skyhammer, every army begins to resemble a nail. 
   
Made in us
Dakka Veteran






 asorel wrote:
Because I've got a Salamander army, I've equipped mine with MMs. I'm currently debating between 2 MMs in a squad of 5(*2), or 4 MMs in a squad of 4+3 MMs in a squad of 4. I've been given a bit of leeway with the points limit, so I could slap another MM on the squad with 3, but I'm hesitant.


See in your case 4x Multi-Meltas make sense as they are perfect with your Chapter Tactic. As for me, I am leaning towards the Grav Cannons but I can change things up if needed. I plan to run Imperial Fists, and since there Devestators get Tank Hunters per there Chapter Tactic, then the Multi-Meltas would be more effective, as most of my infantry would be focused on Anti-Infantry anyways as that's what there Chapter Tactic is geared towards.
   
Made in us
Abel





Washington State

Gah! Where is that formation from?!?! It's not in the Codex. Grrrr

Kara Sloan shoots through Time and Design Space for a Negative Play Experience  
   
Made in us
Fighter Pilot





 Tamwulf wrote:
Gah! Where is that formation from?!?! It's not in the Codex. Grrrr


It was a web store exclusive, and a limited edition one at that. The number of people that have a physical copy are only a few hundred. You can find a listing of the restrictions abs special rules here: http://elite40k.blogspot.com/2015/06/analysis-skyhammer-annihilation-force.html?

This message was edited 1 time. Last update was at 2015/06/17 20:56:04


When the only tool you have is a Skyhammer, every army begins to resemble a nail. 
   
Made in us
Dakka Veteran






I'm one of those few hundred lol.
   
Made in us
Hellish Haemonculus






Boskydell, IL

I run Salamanders, so it'll be 4x Multimeltas.

Heavy squad pops the transports, bolter squad scatters the passengers.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Fighter Pilot





 Jimsolo wrote:
I run Salamanders, so it'll be 4x Multimeltas.

Heavy squad pops the transports, bolter squad scatters the passengers.


Looks nice. As I'm running a 1260 point army, squads of 10 isn't practical for me, at least not if I want to keep my tac squads at full strength.

When the only tool you have is a Skyhammer, every army begins to resemble a nail. 
   
Made in us
Dakka Veteran






 Jimsolo wrote:
I run Salamanders, so it'll be 4x Multimeltas.

Heavy squad pops the transports, bolter squad scatters the passengers.


You do realize that if you go this route you won't be able to benefit from Vulkans MC Melta Weaponry rule as it is only available to models in his detachment. Unless it says somewhere that a formation with a CAD counts as part of the same detachment in terms of rules, I don't think you can utilize Vulkans rules with the formation.
   
 
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