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Made in us
Preacher of the Emperor





Denver, CO, USA

I feel like enough time has gone by to render an opinion on grav guns in 8th edition. For what it's worth I'll be running White Scars. In that context I'm considering infantry vs. mechanized infantry vs. bikes vs. heavy grav devastators. Also happy to hear details about certain opponent factions. How do grav guns hold up this edition after having been dominant in the last?

   
Made in us
Decrepit Dakkanaut




Grav Cannons are still pretty awesome. Grav Guns have nothing going for them over Plasma Guns at their price point.

If they were Assault 2 at least it would be a choice.

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Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I think grav guns have a place if you are not near a character for buffs. A lot of the discussion about plasma assumes overcharging and a source of re-rolls to mitigate the gets hot. If you are going raiding in the backfield with a small squad of bikes or a pod/rhino as a disruption element, I’d take grav over plasma.

But if you are gunlineing in a cluster with support elements, go plasma.

   
Made in us
Locked in the Tower of Amareo




Grav is certainly safer without character support. The more -1 to hit mechanics they put in, the better grav gets.
   
Made in us
Preacher of the Emperor





Denver, CO, USA

Really good points... I'm at least going to stick with the 4 grav bikers I've already built. The question is whether to build more.

How does heavy grav stack up against other Dev options? I have a half dozen unbuilt from when the midfield rhino grav bunker was an option.

   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

This makes me feel a bit better about my 2 Ravenwing grav bike units. I was afraid I would need to yank the weapons from them, but it looks as if that might be unnecessary. Hopefully they drop the price on grav guns with Chapter Approved, or make them Assault 2 or something.

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Made in us
Locked in the Tower of Amareo




 MacPhail wrote:
Really good points... I'm at least going to stick with the 4 grav bikers I've already built. The question is whether to build more.

How does heavy grav stack up against other Dev options? I have a half dozen unbuilt from when the midfield rhino grav bunker was an option.


Heavy grav is really dangerous against any elite infantry, and many vehicles/monsters.
   
Made in us
Preacher of the Emperor





Denver, CO, USA

So I'm thinking two units of Devs, each with 2-3 heavy grav, 1-2 ablative bodies, Sarge for the signum, cherub in the extra seat, both rolling in AC Razorbacks. Push up to midfield, park next to cover in case they get unloaded early, and establish overlapping fields of 24" high S fire from Turn 2 omward. Thoughts?

Still working out what to do with 4x grav bikers...

   
Made in us
Death-Dealing Devastator




Tampa, FL

Grav Cannons and Grav Pistols are both decent. Grav Cannons I would even say are still good. Grav guns tend to be pretty meh though. They needed the 3 shots to compete with Plasma, or else be a fair amount cheaper.
   
Made in gb
Longtime Dakkanaut





UK

 MacPhail wrote:
How does heavy grav stack up against other Dev options? I have a half dozen unbuilt from when the midfield rhino grav bunker was an option.

Grav Devs are very good. They do as much damage to vehicles as lascannons, they clear MEQs better than plasma and they thin hordes better than heavy bolters. Heavy 4, AP-3 and D3 damage against larger targets means that Grav Cannons really can't go wrong.

The 2 problems are short range and high cost. You pay for that flexibility! These can be mitigated to some extent by putting them in a Transport. A Rhino (or possibly even a Pod) will keep your expensive gunners safe and get them into firing range quickly. The -1 to Hit is a nuisance but is tolerable on BS3+ units. Also, I would recommend running full 10-man squads. The range of bolters matches that of Grav Cannons meaning that unlike longer ranged options, you won't be wasting the firepower of your "ablative wounds".

If you want a squad that can hunker in a bunker, go for Lascannons. If you want a squad that can handle all targets and you are willing to move them up into fire-fighting range then Grav Devs will do a lot of good work.

I stand between the darkness and the light. Between the candle and the star. 
   
 
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