Switch Theme:

Devastators Riding Shotgun?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Pyromaniac Hellhound Pilot





In the warp, searching for Marbo

I'm looking to expand on my Blood Angels army, and I'm short on heavy weapons. I got the crazy idea of sticking a five-man Multi-melta Dev squad in a Rhino/Razor back (possibly with a separate squad) and charging them forward with the rest of my army.

Has anyone tried this? The closest I've come to doing something like this is with (IG) Melta Vets, or sticking 3 melta Command squads in a valkyrie.

Or would it be better to just stick a Missile/Lascannon squad in the back?

This message was edited 1 time. Last update was at 2017/11/17 23:39:47


After all these years of searching for Marbo...he found me. Heretics beware! He's back! 
   
Made in us
Dakka Veteran




What else do you have?

One rhino isn’t hard to blow up, then your multi melted are foot slogging...

If you really want mobile multi Melta; take some sisters of battle+depressor transport

This message was edited 1 time. Last update was at 2017/11/18 00:02:10


 
   
Made in us
Pyromaniac Hellhound Pilot





In the warp, searching for Marbo

fe40k wrote:
What else do you have?

One rhino isn’t hard to blow up, then your multi melted are foot slogging...

If you really want mobile multi Melta; take some sisters of battle+depressor transport


My current army count is:
Spoiler:

25 Tac Marines
2 Flamers
2 Meltaguns
2 plasma
2 H.Flamer
1 Gravgun

11 Assault marines (30 if I use my 30k BAs)

1 Rhino

1 Baal Pred

LR Redeemer

3x Drop Pods
1x Dred Drop Pod
1x (forgot the name) Claw Drop pod

11x DC (foot)

2x ML
2x Plasma Cannon

1x F.Dread
1x Lib. Dread
2x Land Speeders
1x Storm Raven

Mephiston
Jump Priest
Foot Chap
Jump Captain
Term. Captain
Foot Lib.
Term Lib.


I prefer an infantry charge backed up with armor, or vice versa. Not that great at getting the charge off, but I like me some Blood angels.

After all these years of searching for Marbo...he found me. Heretics beware! He's back! 
   
Made in us
Hardened Veteran Guardsman



Tampa, Florida

They'll probably put about 4-5 wounds on a single target and then die horribly. Your moving and shooting, so you'll average 2 hits. Against a Rhino or Land Raider only one is likely to wound. You'll probably be close enough for 2d6 take the highest so 4.5 wounds. That's not a very effective use of points. You would be way better off taking 5 devastators on foot with those 2 missile launchers and parking them in your deployment zone in some cover.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

If you bring a Captain, overcharged Combi-Plasma Sternguard will probably be better due to fewer misses and more versatility. If Havocs had MMs, I wouldn’t retire my Chosen for driveby shootings.

   
Made in de
Regular Dakkanaut





If you do fling dev forwards use grav guns on them as those have no drawback other than range and offer a profile you can fire at anything without feeling bad about it.

Over all it is recommended to park devastators in the back an lascannon your way through whatever tough thing your opp offers.
   
Made in us
Pyromaniac Hellhound Pilot





In the warp, searching for Marbo

Okay, thanks for the all the advice!

After all these years of searching for Marbo...he found me. Heretics beware! He's back! 
   
Made in us
Longtime Dakkanaut




It makes a difference what chapter you are as well. The multimelta drive by devs work much better for salamanders than other chapters due to the free rerolls.

I may have to try it out just to see how it goes in the game...
   
Made in gb
Longtime Dakkanaut





UK

 combatcotton wrote:
If you do fling dev forwards use grav guns on them as those have no drawback other than range and offer a profile you can fire at anything without feeling bad about it.

A Grav Cannon is as good as a lascannon against vehicles and better than a heavy bolter against infantry. The drawback is the short range but if you are planning to put them in a transport that is not much of a problem.

People often run Dev squads with maximum heavy weapons and no ablative wounds but for Grav I would recommend a full 10-man squad since the range of the Grav cannons matches bolter range so the extra men are more than just bullet-catchers. It is quite expensive so having a Captain nearby when possible will maximise the return on investment in those Grav cannons.

I stand between the darkness and the light. Between the candle and the star. 
   
 
Forum Index » 40K General Discussion
Go to: