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![[Post New]](/s/i/i.gif) 2025/08/12 04:55:22
Subject: [120] - Marines - What am I missing about devastator squads with grav cannons?
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Bounding Assault Marine
Providence, RI
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No one ever takes them. Fools gold or hidden gem?
In short, I can get 20 points loose and am thinking of taking one squad to replace one of my eradicator squads. Talk me out of/into it?
The mathhammer says they're very cost-effective against 3+ save tanks, especially those with invul saves or high toughness (cough knights), from longer range than eradicators, they take buffs (like oath, incursors, and the storm of fire strat from gladius) better, the guns are sometimes startlingly effective into a lot of weird units that are considered hard to kill (bullgryn, elite 3 wound Marines, arco-flagellants, terminators without access to armor of contempt), especially compared to eradicators. and you even get a couple of power fist swings in melee.
Here's some of the mathhammer:
From 16" away, shooting at a knight (3+/4++ in cover), an eradicator squad's average damage vs. a devastator squad: Eradicators: 3.9, Devastators: 5
Add nondivergent oath: Erads: 5.2, Devs: 7.5
Add oath & incusors buff: Erads: 5.9, Devs: 8.9
Add a CP for rapid ingress into melta range/storm of fire: Erads: 8.7, Devs: 13.3
And the devastator squad has a smaller variance of results, and blanking a damage or rerolling a save will have a smaller impact when the damage is spread out among many attacks.
Or against another target, bladeguard vets, counting in models killed:
Erads: .8/1.1/1.3/1.6 Devs: 1.3/2.5/3/3.7
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10,000+ points
3000+ points |
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![[Post New]](/s/i/i.gif) 2025/08/12 12:55:37
Subject: Re:[120] - Marines - What am I missing about devastator squads with grav cannons?
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Fixture of Dakka
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You probably don't see them very often because they're only AP-1.
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![[Post New]](/s/i/i.gif) 2025/08/12 04:07:52
Subject: Re:[120] - Marines - What am I missing about devastator squads with grav cannons?
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Arch Magos w/ 4 Meg of RAM
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The other reason you don't see them is that they are older models.
People have moved on to the vastly superior and esthetically pleasing Nerf Gun Brigade of Desolation Marines.
But, if you want to field them, go ahead, they are still effective on the battlefield.
I'm not sure how long they will be allowed though. I see them being swept away in another codex or two.
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![[Post New]](/s/i/i.gif) 2025/08/12 15:09:11
Subject: [120] - Marines - What am I missing about devastator squads with grav cannons?
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Humming Great Unclean One of Nurgle
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Celerior wrote:No one ever takes them. Fools gold or hidden gem? In short, I can get 20 points loose and am thinking of taking one squad to replace one of my eradicator squads. Talk me out of/into it? The mathhammer says they're very cost-effective against 3+ save tanks, especially those with invul saves or high toughness (cough knights), from longer range than eradicators, they take buffs (like oath, incursors, and the storm of fire strat from gladius) better, the guns are sometimes startlingly effective into a lot of weird units that are considered hard to kill (bullgryn, elite 3 wound Marines, arco-flagellants, terminators without access to armor of contempt), especially compared to eradicators. and you even get a couple of power fist swings in melee. Here's some of the mathhammer: From 16" away, shooting at a knight (3+/4++ in cover), an eradicator squad's average damage vs. a devastator squad: Eradicators: 3.9, Devastators: 5 Add nondivergent oath: Erads: 5.2, Devs: 7.5 Add oath & incusors buff: Erads: 5.9, Devs: 8.9 Add a CP for rapid ingress into melta range/storm of fire: Erads: 8.7, Devs: 13.3 And the devastator squad has a smaller variance of results, and blanking a damage or rerolling a save will have a smaller impact when the damage is spread out among many attacks. Or against another target, bladeguard vets, counting in models killed: Erads: .8/1.1/1.3/1.6 Devs: 1.3/2.5/3/3.7 Against a T10+ Vehicle with a 3+ in cover or a 2+ without and a 5+ Invuln, Grav Devs do... 16 shots 32/3 or 8 hits (depending on Heavy) 80/9 or 20/3 wounds 80/27 or 20/9 failed saves 80/9 or 20/3 damage, for about 9 or 6.67 depending on Heavy If they have Ignores Cover plus Heavy on a 3+ Armor model, it raises to 13.33. So your math is wrong, starting off. Three-strong Eradicators do, against the same target and outside of Melta Range... 2 shots at 3+ and 2 shots at 4+ 16/9 plus 3/2 hits, for 59/18 hits 295/162 wounds 590/486 failed saves Just over 5 damage. It is only about 3.9 if the vehicle has a 4++. However, let's replace the Knight with a GUO... Eradicators do 3.9 (before FNP) still. Grav Devs do... 16 shots 32/3 or 8 hits (depending on Heavy) 16/9 or 4/3 wounds 8/9 or 2/3 failed saves 8/3 or 2 damage And if we replace the GUO with a Tervigon... Grav Devs 16 shots 32/3 or 8 hits (depending on Heavy) 32/9 or 8/3 wounds 32/27 or 8/9 failed saves 32/9 or 8/3 damage, for 3.5ish or 2.67 Eradicators 2 shots at 3+ and 2 shots at 4+ 16/9 plus 3/2 hits, for 59/18 hits 295/162 wounds 1,475/972 failed saves 6.45 damage
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This message was edited 1 time. Last update was at 2025/08/12 15:09:36
Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2025/08/12 19:21:24
Subject: [120] - Marines - What am I missing about devastator squads with grav cannons?
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Posts with Authority
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I was thinking Grav Cannons looked pretty strong in the beginning of 10th. But now? I'd magnetize em at the very least, they will probably be nerfed to the ground come 11th edition..
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"The larger point though, is that as players, we have more control over what the game looks and feels like than most of us are willing to use in order to solve our own problems" |
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![[Post New]](/s/i/i.gif) 2025/08/14 03:31:11
Subject: [120] - Marines - What am I missing about devastator squads with grav cannons?
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Bounding Assault Marine
Providence, RI
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JNAP, Grav squad gets 12 shots, not 16.
A lot of my other damage units (redeemer, eradicators, centurion devs...) don't need oath, so this would be a unit to receive it often. And once ever, storm of fire provides both ignore cover and +1 AP. This is a great unit to receive that strat.
What other decent anti-tank units really benefit from Oath of Moment?
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10,000+ points
3000+ points |
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![[Post New]](/s/i/i.gif) 2025/08/14 03:33:51
Subject: [120] - Marines - What am I missing about devastator squads with grav cannons?
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Humming Great Unclean One of Nurgle
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Celerior wrote:JNAP, Grav squad gets 12 shots, not 16.
A lot of my other damage units (redeemer, eradicators, centurion devs...) don't need oath, so this would be a unit to receive it often. And once ever, storm of fire provides both ignore cover and +1 AP. This is a great unit to receive that strat.
What other decent anti-tank units really benefit from Oath of Moment?
Aren’t they 4 shots apiece?
…
They are not. That’s my bad.
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Clocks for the clockmaker! Cogs for the cog throne! |
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