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Best loadout for 4 devestator squads in 2 skyhammers?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Regular Dakkanaut




I'm working on a semi-competitive tournament list so instead of the usual marine formats i'm planning to run 2 sky-hammer annihilation forces and a Shadow strike kill team. All Black Templar for plenty of charging from deep strike and maxing the sky hammer assault squads for turn 1 assaults.

The 4 devastator squads will all be coming in turn 1 to alpha strike and hopefully take out major threats instantly. but i'm struggling with how to arm them.

My current thoughts are:

2 Multi-Meltas
1 Heavy Bolters
1 Plasma Cannon

(obviously 4 heavy weapons in each squad, maybe combi-meltas on the melta squad sergeants.)

Depending on points i may swap the plasma for grav but 4 grav cannons make the models crazy expensive for how vulnerable they are. I figure after meltas do thier turn 1 vehicle popping stuff they can they hit anything with a 2+ save and because they're strength 8 insta kill most terminators etc.

Do people have better armament combinations for the devastators?


Grey Knights - 3500pts
SKitarii - 4000pts
Ad mech - 2000pts
Imperial Knights - 1000pts
Black Templars - 3200pts
Genestealer cults - 1750 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

It doesn’t mater how vulnerable you are if everything near you is dead.

Grav excels here. MMs for it you don’t have the points. If you are on a budget and are worried about hordes, I guess HBs, but those are a distant third.

Plasma cannons are just generally bad.

   
Made in us
Nasty Nob






Missile launchers over HB every time. They are the same points, deal with hordes better and give you the option of being a bit of anti-tank as well.

multimeltas are great because people tend to drive away from them really fast once they do their damage, freeing an area of the board.

Id lose the plasma and HB, maybe add combi plas to those squads, or put plasma in with the required assault marines to make sure you have it if you want.

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in us
Implacable Black Templar Initiate



USA

Grav Cannons or Multimeltas.

Missile Launchers are 'meh' and the frag missile is a joke.

Heavy Bolters belong in Tac squads (and need a buff) if anywhere.

Plasma Cannons, man I love Plasma Cannons, but 2d6 scattering a small blast template is just horrible, even after reduction from BS. Small blasts really need to scatter only 1d6. Also, no overwatch.
   
Made in gb
Regular Dakkanaut




Heavy bolters work well for me because there's a lot of skitarii around and 4 HBs can cut through a squad well enough to take out the pesky plasma calivers. Indeed out of the options they're the most reliable to do so.

I guess deep down i know grav instead of plasma is the way to go. its just painful when im used to grav kataphron levels of slaughter. I may try using the plasma in a practice game, the plan was to pod them onto a secluded objective in cover anyway.
Its annoying because i'll have to drop some upgrades from pimped out vanguard squads but i guess its worth it to watch terminators evaporate.

Grey Knights - 3500pts
SKitarii - 4000pts
Ad mech - 2000pts
Imperial Knights - 1000pts
Black Templars - 3200pts
Genestealer cults - 1750 
   
Made in us
Decrepit Dakkanaut




Is your local Skitarii player unaware of how to get cover saves? I use Skitarii constantly and am not scared of Heavy Bolters. At all.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Clousseau





East Bay, Ca, US

Honestly for fighting against infantry and stuff like that, you're fine with the options you have. Grav is not universally the best choice, contrary to what people say, but again, that assumes you know who you're fighting.

If you will ever see a monstrous creature, you will want the grav, and want it bad. And concussive does help with the subsequent charge.

This message was edited 1 time. Last update was at 2017/02/27 22:12:14


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 davou wrote:
Missile launchers over HB every time. They are the same points, deal with hordes better and give you the option of being a bit of anti-tank as well.

multimeltas are great because people tend to drive away from them really fast once they do their damage, freeing an area of the board.

Id lose the plasma and HB, maybe add combi plas to those squads, or put plasma in with the required assault marines to make sure you have it if you want.


HBs are 10 points, MLs are 15. 25 if you are desperate for some AA.

And due to the mechanics of small blasts, I’d put my money on the HB for horde thinning. Even in optimal firing conditions, I still regret every frag I send downrange.

MLs kinda suck at everything. They can do it, but are a poor tool for the job. And if you think that frags are worthless like I do, might as well pony up the extra points for a LC. The extra S and AP are worth it. Or when range isn’t an issue (like the skyhammer) take the MM.

   
Made in us
Pious Palatine




Try not to mix weapons, if you do it should be because of points and it should be swapping 2 weapons for MM.

Heavy bolters are awesome if you want to go cheap because of the pinning thing. Remember, relentless isn't the only benefit of the Skyhammer.


 
   
Made in fi
Locked in the Tower of Amareo





ERJAK wrote:
Try not to mix weapons, if you do it should be because of points and it should be swapping 2 weapons for MM.

Heavy bolters are awesome if you want to go cheap because of the pinning thing. Remember, relentless isn't the only benefit of the Skyhammer.


He has 4 squads. 4 squads with identical weapons, while might be optimal, would also be boring for some. I hate clone units. So while I would have squad have all one weapon I would do like OP and have at least 2 different weapon sets in the mix.

2024 painted/bought: 109/109 
   
Made in ie
Been Around the Block




Ireland

If you are combat squading them as they come out of the drop pods two multi meltas and two grav cannons work, just stand the other three in front of them to absorb fire. Gives you a spread of stuff to fire at.

Stepping Between Games - www.steppingbetweengames.com 
   
Made in gb
Pauper with Promise




Notts, UK

I think that the maxim "if you can take grav, take grav" applies.

Grav is just flat out better than any other option in almost every scenario. Plasma cannons are junk unless you have a way to bunch opponent's squads up - any sensible opponent will make it very difficult to do any meaningful damage with them. If you're dropping anyway then lascannons only advantage over MM is lost. Missile launchers are cheap, but have the downsides of both plasma (but worse), and lascannons (but worse). Heavy bolters & MM are cheap and useful for different scenarios.

That said, if you aren't going to a tournament, just take what you think looks cool.

Probably shouldn't mix heavies in a squad, however, there's arguments for taking a number of anti-infantry squads each with a MM in them "just in case".
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

The best loadout statistically for a TAC list is full squads with 2 Grav and 2 Multi-Meltas, which allows you to deal with any target(s) effectively over any threat range.

Yet, given your local meta, min squars with all Grav might be your best build. Just depends on your meta.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Omnipotent Necron Overlord






For skyhammer your best options are Grav and melta - don't mix weapon types though. Take 4 grav in 1 and 4 melta in the other. Don't take combi on the sargent - use his signum to buff the BS of a weapon - it's about as effective yet it's also free.

HB and LC are good options for non sky-hammer devs though. They have good range so you can expect to fire them ar full BS every turn and are effective vs armor and infantry respectively.

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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