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Are Devastators better in 8th?


Shaezus

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Greetings all.

 

On paper at least, it certainly seems that devastators have been improved; the cherub's extra shot gives them more punch whilst the split fire rule gives them more versatility than before. How have you guys been faring with them?

 

I'm mulling over a brigade list and they strike me as the most solid all round choice. For the same points as 5 hellblasters I can take a 7 man squad with 2 las, 1 plas and 1 heavy bolter. 3 of these with tarantulas as FA, a scout screen, then Dante, company ancient with SoS and a novitiate. DC and other HQs as assault reserve.

 

They get re-rolls to hit - a good bonus combined with the signum, more so considering so many -1 to hit shenanigans out there - re rolling 1s to wound, two ablative wounds and a 5 up FNP, 4+ to fire again if they are killed and 4+ to be necro'd next turn. So in some cases that might work against the opponent, getting off an extra las shot and still firing in the next shooting phase. It all seems pretty fruity.

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I'm not a fan of plasma, actually. I love las cannons. I guess 1 plasma is okay if you are always using your sgts. scan for the +1. I always seem to roll the 1 for the D3 shots.

 

I haven't tried missile launchers yet, but they look nice, especially with the stratagem against flyers.

 

I wouldn't take heavy bolters, doesn't seem worth it to me. I have considered a full heavy flamer squad rushing forward in a rhino with an Lt. to back them (and for the sweet reroll for wounds of 1).

 

I think Grav would be a great option, they have lots of shots and would do well against hordes or elite troops.

 

In my games they've been ace. I usually run a 5 man squad with my Sgt. toting a combi plasma for even more shooting. The Sgt.. also goes man down first, he's always the first casualty so I can keep putting out those shots with my big guns. I try to set the squad up in cover and up high so I get a large field of fire.

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Lascannons is never bad so take some. Missile launcher falls behind the lascannon for krak, but can do some mortal wounds to flyers.

 

Heavy bolters are nice for Hellfire shells. When looking for a cheap way to fill a brigade a dev team with heavy bolter can be considered because it can do D3 mortal wound on a 2+ with signum.

 

Plasma are not as cool, because hell blasters do it better.

 

How you will deploy heavily influences what to take. On foot you want long range weapon, in transports you can go with shorter range weaponry like grav cannons, or even flamers.

 

I had FUN with dev flamers in flame Razorback with a lieutenant. But it’s not THAT good...

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Lascannons is never bad so take some. Missile launcher falls behind the lascannon for krak, but can do some mortal wounds to flyers.

 

Heavy bolters are nice for Hellfire shells. When looking for a cheap way to fill a brigade a dev team with heavy bolter can be considered because it can do D3 mortal wound on a 2+ with signum.

 

Plasma are not as cool, because hell blasters do it better.

 

How you will deploy heavily influences what to take. On foot you want long range weapon, in transports you can go with shorter range weaponry like grav cannons, or even flamers.

 

I had FUN with dev flamers in flame Razorback with a lieutenant. But it’s not THAT good...

Comedy is always worth something and the heavy flamer rush is VERY funny to use.

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I am considering a Grav Dev squad in a Pod. Gravs are pricey but are actually better than lascannons vs vehicles and better than HBs vs infantry albeit at only 24" range. A pod gets them into range quickly and easily which mitigates the short range. Also it means that the Bolter dudes can contribute as well rather than just being ablative bodies. Take 7 or 8 guys in the squad and you have room for a cheap Lt to buff their shooting and maybe a beatstick like Mephiston. :wink:

 

The advantage of this squad is that they can move up to support at close range rather than sitting in the backfield (where they might present a soft target for enemy Deep Strikers).

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Devastators are great for filling out the Heavy tax in a brigade because you don't HAVE to give them all heavy weapons, so the base cost for a 5 man dev squad is 65. That makes your heavy tax a minimum of 195 for 15 marine bodies, and you can add in heavy weapons as points allow. 

 

As others have said, one heavy bolter is money for the D3 mortal wounds on a 2+. Mortal wounds are REALLY good as the power creep goes up, going to be almost the only way to effectively kill custodes.

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Devastators are great for filling out the Heavy tax in a brigade because you don't HAVE to give them all heavy weapons, so the base cost for a 5 man dev squad is 65. That makes your heavy tax a minimum of 195 for 15 marine bodies, and you can add in heavy weapons as points allow.

 

As others have said, one heavy bolter is money for the D3 mortal wounds on a 2+. Mortal wounds are REALLY good as the power creep goes up, going to be almost the only way to effectively kill custodes.

I think you are overestimating the custodes power They might be a good elite army but nothing I’ve seen so far makes me think they’ll be unkillable. Their units are increadebly expensive so they better have god stats.

 

That being said always put Heavy Bolter for the Hellfire rounds.

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I think heavy bolter devastators are quite good. The signum makes it a versatile unit and you can mix in a lascannon as well.

When or if you fire hellfire the signum can be used on that HB, otherwise allocate the signum to the weapon most offective vs the target (splitting fire or not)

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A couple of thoughts I had with regards to devastators was four multi meltas in a pod to deepstrike within twelve inches for the reroll damage with a few ablative wounds and a captain to reroll hits. Four heavy flamers with a Lt. in a razorback. And for a take all comers arrangement, a heavy bolter, plasma cannon, grav cannon and las cannon. The grav, plasma and heavy bolter can deal with hordes fairly effectively, and if you over charge the plasma and use the hellfire strat, all four can do decent damage to TEQ and armour. Your thoughts about these three loadouts? Edited by Captain Smashy Pants
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Some really good input here, thanks gents. I didn't expect to see so many different ways of using devs, oh how things have changed since 2nd end :D

 

In a brigade list I don't have to worry about deep strikers for at least the first turn, so I'm looking at lascannons sitting backfield with one or two of the scout units as a screen. For me, in a semi-comp setting at least, I'm looking at nine lascannons. With the cherub this potentially makes twelve shots on turn one, enough to account for -to hit shenanigans and that eternal enemy of mine, the dice allergen. The longer range also counts in certain deployments and against a smart oppo who screens his vehicles out of range of melta strikes.

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Love Devs, and rock 5 with Cherub, 2Lascan and Plasma.  
Meta dependent, I may swap the lascans for MLs - but the plasma OC/signum combo is gold.  Good candidate for Cherub too. 

 

Only issue with them is that if they can shoot, they can be shot - so, will take a lot of incoming fire. 

They're a solid, well priced option this dex/edition though.   

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Aaaand we should always field more heavy bolters, because you can make the best sounds when firing them.

 

Does the HB make the brrrrrrrrrt brrrrt or the dakkadakka sounds?

The dakkadakka. The Assault Cannon does the brrrrrrrrrrrt brrrrt sounds. Hence why Assault Cannons are way cooler. ;)

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Love Devs, and rock 5 with Cherub, 2Lascan and Plasma.  

Meta dependent, I may swap the lascans for MLs - but the plasma OC/signum combo is gold.  Good candidate for Cherub too. 

 

Only issue with them is that if they can shoot, they can be shot - so, will take a lot of incoming fire. 

 

They're a solid, well priced option this dex/edition though.   

 

Given up on the five man squad with Cherub, grav cannon, heavy flamer, and Rhino combo?

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Only issue with them is that if they can shoot, they can be shot - so, will take a lot of incoming fire.

This raises an interesting point. 5 extra dudes will buy 5 ablative wounds at T4, 3+ for 75 points. For 100 points you can get a bunker with 12 T8 wounds to protect them. Granted you can't take that protection with you if you need to move but for backfield lascannon squads, the bunker provides a very tough shell.

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I'm of the rare opinion that Razorbacks with 5-man Dev squads with four heavy flamers are optimal. 6d6 Heavy Flamer attacks that auto hit everything they can target is quite impressive. Couple that with Lascannon or HB Razorbacks and some deep striking terminators to occupy your opponent's attention and you have a pretty fun list. ^_^

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Aaaand we should always field more heavy bolters, because you can make the best sounds when firing them.

 

Does the HB make the brrrrrrrrrt brrrrt or the dakkadakka sounds?

The dakkadakka. The Assault Cannon does the brrrrrrrrrrrt brrrrt sounds. Hence why Assault Cannons are way cooler. ;)

Exactly this, also why they cost more :D

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Only issue with them is that if they can shoot, they can be shot - so, will take a lot of incoming fire.

This raises an interesting point. 5 extra dudes will buy 5 ablative wounds at T4, 3+ for 75 points. For 100 points you can get a bunker with 12 T8 wounds to protect them. Granted you can't take that protection with you if you need to move but for backfield lascannon squads, the bunker provides a very tough shell.
This is thing about the devs. I would rather hide them out of LOS on T1 if possible, more so because with a brigade list I'll be going second more often than not. That bunker is a nice idea, I used a bastion in 6th for the same and the HB shots were a real bonus and complement to the las and plas. Edited by Shaezus
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Love Devs, and rock 5 with Cherub, 2Lascan and Plasma.  

Meta dependent, I may swap the lascans for MLs - but the plasma OC/signum combo is gold.  Good candidate for Cherub too. 

 

Only issue with them is that if they can shoot, they can be shot - so, will take a lot of incoming fire. 

 

They're a solid, well priced option this dex/edition though.   

 

Given up on the five man squad with Cherub, grav cannon, heavy flamer, and Rhino combo?

 

At the moment, yeah. 

 

I'm hoping GW realises Rhinos are a bit useless at 70odd points. If they dropped by 20points, I'd reconsider working the attack Devs back in. 

I may revisit these again though.  Just finding that the razors/rhinos are taking far too many points away from my lists :(  

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