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Made in us
Dakka Veteran




I was reading another thread, and I was wondering if a list featuring 6 devastators would be effective, so I decided to toss this one together just to see what your opinions are. . .

1993

540 points for 3 squads of 8 man Devastator squads with 4 heavy bolters each. . . (I grabbed these for their anti-personal uses)

568 points for 2 squads of 8 man Devastator squads with Infiltrate and 4 Las-Cannons each. . . (These are for dealing with the high armor, and nastier vehicles)

284 points for 1 squad of 8 man Devastators with Infiltrate, and 4 plasma cannons. . . (These will help me deal with terminators, and other marine things that can be trouble)

236 points for 2 squads of 6 scouts with a bolt pistol, and a close combat weapon, the veteran sergeant with a power fist and a plasma pistol. . . (Counter Assault or perhaps a way to tie up an enemies shooting squads so I can deal with their assault troops with the devastators. . . )

120 for a Master of Sanctity with a Power Sword, a Bolt Pistol, Frag Grenades, and Terminator Honors, Furious Charge, he is attached to a command squad

245 for a 5 Marine Command squad with Furious Charge, all the marines are armed with frag grenades, terminator honors, a ccw and a bolt pistol, 1 of them is an Apothecary, and both the Apothecary and the Veteran Sergeant are armed with a power weapon, and a plasma pistol.

(Counter Assault, probably near the plasma cannon squad so I can nullify a failed save from the Get Hot Results)

   
Made in nz
Regular Dakkanaut



Auckland, New Zealand

I personally think the real strength of an Honor Your Wargear list isn't the ability to take more devastator squads but the fact that you can take 3 devastator squads in otherwise useless Elites slots and then fill your Heavy's with vehicles. I don't think you are gaining too much with the extra devastators.
   
Made in us
Dakka Veteran




I would never ever call elite slots useless, terminators, veteran squads, tech-marines, and dreadnaughts are never useless. . . or depending on your traits, bikes, assault squads, or devastators. . .
   
Made in us
Dakka Veteran




Well I have just sat down and did the math hammer on your point from earlier about the tanks taking up devastator slots and here is what I figured out. . .

(2 squads of heavy bolter devastators with 7 men = 330 versus 3 predator destructors with heavy bolter sponsoons = 330)

For instance: 2 squads of heavy bolter devastators all firing their weapons in one turn, should kill 15.86 GEQ (Imperial Guard or Equivalent) if in the open, or 4.14 MEQ (Space Marines or Equivalent)

24 Heavy Bolter shots and 6 bolter shots                16 HB hits & 4 Bolter hits = 5.94 (vs. AV10), 2.64 (vs. AV11), 1.32 (vs. AV12), 0.66 (vs. AV13), 0 (vs. AV14)

Lets say you use 3 Predator Destructors with heavy bolter sponsoons firing all its weapons as a comparison. . .

12.2 GEQ killed from the autocannons and the heavy bolters, 3.74 MEQs killed

6 Auto-cannon shots & 18 Heavy Bolter shots             4 AC hits & 12 HB hits = 6.64 (vs. AV10), 4 (vs. AV11), 1.32 (vs. AV12), 0.66 (vs. AV13), 0 (vs. AV14)

The mobile heavy weapons and the toughness of 13 armor the predators are probably alot more cost efficient unless your running into those annoying people with alot of melta guns. . .

   
Made in us
Dakka Veteran




And for those of you who go the las-cannon route. . .

3 x Predator Annihalator with las-cannon sponsoons: 435
(I am using the las-cannons so both are immobile)
2 x 5 man squads with 4 las-cannons: 430
(Already am wary because of las-cannon costs)

Predator Annihalators
Glancing or Penetrating Results
3 Twin Linked shots, and 6 normal shots = 6.65 hits = 6.65 (vs. AV10)
5.55 (vs. AV11), 4.39 (vs. AV12), 3.32 (vs. AV13), 2.19 (vs. AV14)

MEQ Killed
5.55

GEQ Killed
5.55

Devastator Squads
Glancing or Penetrating Results
8 LC shots & 2 Bolter Shots = 12 shots = 5.28 LC hits & 1.32 Bolter hits =
5.50 (vs. AV10), 4.40 (vs. AV11), 3.48 (vs. AV12), 2.64 (vs. AV13), 1.74 (vs. AV14)

MEQ Killed
4.83

GEQ Killed
6.14
   
Made in us
Rampaging Carnifex





Pick an army buddy.
 
This list is supremely boring. You won't enjoy it and neither will your opponents. Static gunline armies are a thing of the past.
   
Made in ca
Dakka Veteran




The Hammer

My take on it - basically just a list form of my reply to your previous thread:

Master ? bolt pistol, close combat weapon 77 basic leader, has weapons because original was four points over, after cutting a flamer there were 2 left over. If he beats anyone up it's a bonus - mostly he just lets your devs ignore your opponent's pitiful attempts to screen his decent troops.

3x8 Devastators ? 4 missile launcher, tank hunters 3x224 with elites you set up last anyways, does about the same thing as your lascannon squads for a few less points. Missiles are ace against MEQs.

2x6 Tacs ? lascannon, plasma gun 2x115 generic troops choices, also gives you AP2 when needed. plasma cannon aren't so hot, pardon the ironic pun. If they got to shoot with the (edit) multiple barrage rule, they'd be cool, but as it is, thumbs down. Way down.

8 Assault ? powerfist, flamer 212
8 Assault ? powerfist 206 - some sturdier counterattack than your scouts, and much more efficient and mobile than your command squad. Also might give your army a little more play longevity as you'll have more tactical options to explore.

2x8 Devastators ? 4 heavy bolter 2x180 exactly the same as the ones you're planning on all ready
5 Devastators ? boltguns 75 pushback rules - with all the shooty you really want your opponent at arms length. they hightail it turn one to avoid getting assaulted, and if they don't make it's only 75 points. (not to say that you won't scrape up the geneseed and avenge them)

clocks in at 2000 exactly, shows my prejudice on the matter pretty clearly. GL with the army.

When soldiers think, it's called routing. 
   
 
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