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![[Post New]](/s/i/i.gif) 2016/08/07 16:49:58
Subject: Space Marine devastators
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Space Marine Scout with Sniper Rifle
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I'm planning on buying 2 boxes of Space Marine devastators, can anyone tell me what heavy weapons are best,
I play as a Black Dragons Chapter (Salamanders tactics) with large amount of infantry, I want them sitting near the back, but be able to deal with both infantry and veircles
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![[Post New]](/s/i/i.gif) 2016/08/07 16:56:41
Subject: Space Marine devastators
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Locked in the Tower of Amareo
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You can't do that while sitting in the back. All imperial long range heavies are inadequate. Go skyhammer or Gladius or leave devs at home.
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![[Post New]](/s/i/i.gif) 2016/08/07 18:06:17
Subject: Space Marine devastators
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Longtime Dakkanaut
Indiana
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Depends on the rest of the army but I think that a unit of MM for salamanders would be pretty good.
I think in general you want to avoid, missiles, and plasma. The rest you can make an argument for.
In general I use those weapons to outfit my tacticals lol.
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![[Post New]](/s/i/i.gif) 2016/08/07 18:09:25
Subject: Space Marine devastators
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Osprey Reader
Waffle House
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_Zarrack_ wrote:I'm planning on buying 2 boxes of Space Marine devastators, can anyone tell me what heavy weapons are best,
I play as a Black Dragons Chapter (Salamanders tactics) with large amount of infantry, I want them sitting near the back, but be able to deal with both infantry and veircles
There aren't really any good long-range anti-infantry options for devastators. Grav cannons are their most useful weapon against infantry and monstrous creatures, but they have short range. Multimeltas are useful against vehicles but their range is also poor. Grav puts out so many shots (rerolling to wound/damage vehicles thanks to grav amps) that it will wreck vehicles too. Overall you're better off using centurion devastators that can move and shoot properly, unless you're running a skyhammer formation to make regular devastators relentless for a turn.
Sitting near the back and shooting is a job better left to thunderfire cannons these days.
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![[Post New]](/s/i/i.gif) 2016/08/07 18:10:39
Subject: Space Marine devastators
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Boosting Ultramarine Biker
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I would say take 4 missile launchers. Great range and can use frag missiles against large low toughness units like cultists or termagaunts.
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![[Post New]](/s/i/i.gif) 2016/08/07 18:23:51
Subject: Space Marine devastators
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Locked in the Tower of Amareo
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6^ wrote:I would say take 4 missile launchers. Great range and can use frag missiles against large low toughness units like cultists or termagaunts.
No. Never missile launchers. They are awful. Get two typhoon speeders instead.
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This message was edited 1 time. Last update was at 2016/08/07 18:24:03
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![[Post New]](/s/i/i.gif) 2016/08/07 18:34:41
Subject: Space Marine devastators
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Longtime Dakkanaut
Indiana
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Real News wrote: _Zarrack_ wrote:I'm planning on buying 2 boxes of Space Marine devastators, can anyone tell me what heavy weapons are best,
I play as a Black Dragons Chapter (Salamanders tactics) with large amount of infantry, I want them sitting near the back, but be able to deal with both infantry and veircles
There aren't really any good long-range anti-infantry options for devastators. Grav cannons are their most useful weapon against infantry and monstrous creatures, but they have short range. Multimeltas are useful against vehicles but their range is also poor. Grav puts out so many shots (rerolling to wound/damage vehicles thanks to grav amps) that it will wreck vehicles too. Overall you're better off using centurion devastators that can move and shoot properly, unless you're running a skyhammer formation to make regular devastators relentless for a turn.
Sitting near the back and shooting is a job better left to thunderfire cannons these days.
Just take a cataphracti terminator captain and they get slow and purpose so that solves the mobility problem
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![[Post New]](/s/i/i.gif) 2016/08/07 18:51:26
Subject: Space Marine devastators
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Locked in the Tower of Amareo
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That's an enormous tax for four imperial heavy weapon shots.
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![[Post New]](/s/i/i.gif) 2016/08/08 00:18:29
Subject: Re:Space Marine devastators
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Land Raider Pilot on Cruise Control
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That lives forever.... Especially giving him shield eternal rerolling 1s on failed invul saves. It is rediculous and makes them very durable especially with white scars with hit and run and a chaplain with hawk eye plus Khan. Very very strong hitting.
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![[Post New]](/s/i/i.gif) 2016/08/08 00:28:50
Subject: Space Marine devastators
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Locked in the Tower of Amareo
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All that for a dev squad?
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![[Post New]](/s/i/i.gif) 2016/08/08 00:50:34
Subject: Re:Space Marine devastators
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Land Raider Pilot on Cruise Control
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Where else are you going to put them? To the point though a Shield Eternal Cataphractii and Chaplain with Hawk eye is extremely good. They are a HQ tax anyways mine as well put them to use in an effective way.
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![[Post New]](/s/i/i.gif) 2016/08/09 05:41:33
Subject: Space Marine devastators
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Member of the Malleus
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I have had a decent time running them in the Storm Lance. Taking two Grav Devs and a Rhino then pushing them fast forward to control mid. They have taken out more flyes than any other unit in my army lol.
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I make bad decisions and think they are good.
Team No Bueno
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![[Post New]](/s/i/i.gif) 2016/08/09 06:42:29
Subject: Re:Space Marine devastators
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Grim Dark Angels Interrogator-Chaplain
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The choices:
Grav cannon with grav amp: Best weapon available to devs, gets really nasty in the Skyhammer Annihilation Force.
Missile Launcher: Less expensive than certain other choices, but as others have pointed out it's usually better to take a pair of LS Typhoons instead of 4 Missile Devs. If you're strapped for anti-air you could take 4 Flakk missile devs, but that's a bit expensive for 4 skyfire shots.
Lascannon: I personally like these, as they can sit in the rear and pop transports/TEQ, but they really aren't that good, mainly due to being 1 shot.
Plasma Cannon: Not terrible, but not very good either. Any opponent worth his salt will space his units out so that only 1 or 2 get hit with any one small template.
Multi-melta: Good choice, but only in Skyhammer since they get Relentless and can pod in right next to that pesky enemy vehicle that needs to die. Otherwise, snap firing and short range ruins the appeal of the weapon.
Heavy Bolter: Only useful against hordes of cheap mooks (like Guardsmen, Ork Boyz, or Tyranid Gaunts). Marines laugh at them.
My 2 cents.
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![[Post New]](/s/i/i.gif) 2016/08/10 08:29:53
Subject: Space Marine devastators
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Shrieking Guardian Jetbiker
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Telling us how powerful your current meta and how competitive you want to be with them would help us out greatly. Martel is very much correct in the notion that Imperial heavy weapons platforms are mostly terrible in a competitive scenario outside of formations...
However
Long range firepower in a semi casual setting? Lascannons - Can't kill enough infantry but can certainly lay some heavy anti tank S9 AP2 fire for the heavy stuff
Competitive? Grav cannons in a stormlance demi company or Skyhammer formation - Wounds against armour saves at AP2 and causes immobilization to vehicles on a 6 and a metric ton of shots. 24" range but does what you want with it's anti armour/anti infantry role.
Heavy bolters are a waste of time if you're not a sister of battle
Multi meltas suffer for a lack of relentless (unless in a skyhammer)
Missile Launchers are just terrible... a lack of AP2 and only 1 shot each is lack luster against vehicles and frag missiles are usually not even worth firing...(when decent when you can spam the shots cheaply - but not the devs)
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Hawky wrote:Power Armour's greatest weakness is Newton, the deadliest snfbtch in space.
"You're in the Guard(ians), son! |
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![[Post New]](/s/i/i.gif) 2016/08/11 12:58:11
Subject: Space Marine devastators
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The Last Chancer Who Survived
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_Zarrack_ wrote:I'm planning on buying 2 boxes of Space Marine devastators, can anyone tell me what heavy weapons are best,
I play as a Black Dragons Chapter (Salamanders tactics) with large amount of infantry, I want them sitting near the back, but be able to deal with both infantry and veircles
I went with 4x Plasmacannon and 4x Grav-cannon. Then gave the sergeants combi-weapons to match their units.
I love me some gravma. Gave two SM players' armies heart attacks. Fun times.
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![[Post New]](/s/i/i.gif) 2016/08/11 13:58:15
Subject: Space Marine devastators
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Locked in the Tower of Amareo
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I laugh at plasma cannons. And my list sucks.
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![[Post New]](/s/i/i.gif) 2016/08/11 14:03:59
Subject: Space Marine devastators
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Shrieking Guardian Jetbiker
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Selym wrote: _Zarrack_ wrote:I'm planning on buying 2 boxes of Space Marine devastators, can anyone tell me what heavy weapons are best,
I play as a Black Dragons Chapter (Salamanders tactics) with large amount of infantry, I want them sitting near the back, but be able to deal with both infantry and veircles
I went with 4x Plasmacannon and 4x Grav-cannon. Then gave the sergeants combi-weapons to match their units.
I love me some gravma. Gave two SM players' armies heart attacks. Fun times.
Jikes, that's a llot of get's hot rolls there. has it ever backfired on you?
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![[Post New]](/s/i/i.gif) 2016/08/11 14:05:23
Subject: Space Marine devastators
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Locked in the Tower of Amareo
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You don't need to ask. Between gets hot and small templates, it's literally the worst weapon you can give devs.
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![[Post New]](/s/i/i.gif) 2016/08/11 14:09:13
Subject: Space Marine devastators
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Fixture of Dakka
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Martel732 wrote:You don't need to ask. Between gets hot and small templates, it's literally the worst weapon you can give devs.
I would've thought that would be the wondrous Heavy Bolter.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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![[Post New]](/s/i/i.gif) 2016/08/11 14:13:30
Subject: Space Marine devastators
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Omnipotent Necron Overlord
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I would like plasma cannons for em if they didn't get hot. Gets hot just needs to be flat out removed from plasma cannons.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2016/08/11 14:19:13
Subject: Space Marine devastators
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Locked in the Tower of Amareo
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Heavy bolters are cheaper and can't kill my own guys AND get full benefit of BS4. And can spam down some units like ghetto scatterlasers. I'll take crappy wound spam over small blasts any day.
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![[Post New]](/s/i/i.gif) 2016/08/11 14:23:46
Subject: Space Marine devastators
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Fixture of Dakka
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Martel732 wrote:Heavy bolters are cheaper and can't kill my own guys AND get full benefit of BS4. And can spam down some units like ghetto scatterlasers. I'll take crappy wound spam over small blasts any day.
Fair enough.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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![[Post New]](/s/i/i.gif) 2016/08/11 14:37:56
Subject: Space Marine devastators
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The Last Chancer Who Survived
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Torus wrote: Selym wrote: _Zarrack_ wrote:I'm planning on buying 2 boxes of Space Marine devastators, can anyone tell me what heavy weapons are best,
I play as a Black Dragons Chapter (Salamanders tactics) with large amount of infantry, I want them sitting near the back, but be able to deal with both infantry and veircles
I went with 4x Plasmacannon and 4x Grav-cannon. Then gave the sergeants combi-weapons to match their units.
I love me some gravma. Gave two SM players' armies heart attacks. Fun times.
Jikes, that's a llot of get's hot rolls there. has it ever backfired on you?
One memorable game was set to be my opponent's apocalypse - he was running some fluffy 1st company, and my BT was taking to the field with some rather aggressively deployed heavy weapons. Turn 1 my Plasma all wiffed, and killed half my devastators. Turn two saw epic misses, and then they got sniped out by some plucky sternguards.
The only redeeming feature of that battle was my EC giving them hell. Dude made back his points, and the points of the over-heated Devs. Automatically Appended Next Post: Martel732 wrote:You don't need to ask. Between gets hot and small templates, it's literally the worst weapon you can give devs.
It's done me favours. They aren't particularly good at all, but they do wonders on certain favorite units.
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This message was edited 1 time. Last update was at 2016/08/11 14:39:35
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![[Post New]](/s/i/i.gif) 2016/08/11 15:00:53
Subject: Space Marine devastators
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Locked in the Tower of Amareo
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There's too many other sources of AP 2 now.
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![[Post New]](/s/i/i.gif) 2016/08/11 15:51:37
Subject: Space Marine devastators
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Omnipotent Necron Overlord
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Not disagreeing but at 15 points in a dev squad - they aren't that terrible. Being forced to take devs in many formations - they peak my interest from time to time. The only reason I don't take them is gets hot. A lot of times I just go heavy bolters.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2016/08/11 15:54:07
Subject: Space Marine devastators
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Locked in the Tower of Amareo
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Always minimize the damage from the ion accelerator
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![[Post New]](/s/i/i.gif) 2016/08/11 16:30:47
Subject: Re:Space Marine devastators
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Lone Wolf Sentinel Pilot
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Hi, I have a Dark Angels Battle company that is quite balanced, for those 2 devs I built both of them 10-strong, one with 2x heavy bolter and 2x plasmacannon and the other with 2x lascannon and 2x missilelauncher (possibly with flakks). In combat they split for maximum output on targets. They also have free rhinos to make mobile firebase from missiles and heavybolters.
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Wh40k, necromunda, Mordheim |
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![[Post New]](/s/i/i.gif) 2016/08/12 03:06:18
Subject: Re:Space Marine devastators
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Grim Dark Angels Interrogator-Chaplain
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I usually run devs with 2 Gravcannons in a Rhino. It works quite well, except when you do what I did once and whiff 8/10 shots at a Wraithknight...
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