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Unit of the Week: Devastator Squad


Jolemai

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I've probably asked this before, but cannot find it anywhere using search - What's a good dev squad loadout in 8th? I need 1 more dev squad to round off the company. I have half a squad made with 3x ML's however they dont seem very good this edition.

I normally run 3 LCs + 1 PC. The PC is almost as good as the LC against armoured targets and gets the +1BS from the signum to prevent overheats. It also grants a bit of flexibility if I need to fire at infantry squads. If points permit, I normally chuck in a couple of ablative bodies. I always put in a Cherub if possible.

 

I use it mainly for taking on armoured targets early on before my melee heavy hitters can get there. I have plenty of anti-infantry fire from my Troops and Inceptors. Whilst melee may be a more efficient way of killing big targets, you have to get your units there. There is something to be said for being able to reach out and plink wounds off tanks/monsters/knights at long range.

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Having said that, in terms of points-efficiency, I think Eliminators come out ahead of Devastators except against 2D shooting. I am planning to try out a squad of Las Fusil Eliminators soon to see how they work.
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I normally run 3 LCs + 1 PC. The PC is almost as good as the LC against armoured targets and gets the +1BS from the signum to prevent overheats.

 

Another argument for a mixed squad, single PC using the signum. I'm veering towards 4x PC maybe. Cheaper than ML, can deal with 2w stuff, and I already have plenty of anti-chaff. 

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4 PCs definitely has merit but you really need a Captain to babysit them to prevent overheats. A Phobos Captain with Quake Bolts is a pretty good choice for this role and not too steep at only 90 points.
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I also have 3 PCs lying about somewhere maybe I should also go for a 6 man PC Devastator Squad sometime.. Not sure what a fitting 4th heavy weapon would be, possibly a Heavy Bolter..

 

Maybe a single lascannon, or the heavy bolter is good to make use of the hellfire shell stratagem, or have the same range as the PC's.

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  • 5 months later...

After looking at some of the melee weapons and units with the new 9th Ed. changes I thought it was time to look at some ranged stuff, starting with classic heavy weapons - ie. those available to a Devastator/Tactical Marine. The new blast rule has made this interesting as I have to factor that in, which floods the target profiles when trying to include multiple target sizes for each.

 

I decided to focus on the T3 profile at both 11++ and 6-10, Sisters profile only at 6-10, the new base Marine statline at both 6-10 and <6 and everything tougher simply at unit sizes below 6 to not trigger blast. It's still a lot, but just about manageable.

 

To start with I ran the numbers for the firer being on the move, as that can often be the case with a tactical squad or even devastators depending on their placement/weapon range. As usual the numbers are based off the unit stats without any extra buffs, auras or stratagems applied. Points efficiency is calculated on the weapon cost on top of an 18pt Marine.

 

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And then standing still:

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The main standout is the Multi-Melta as the new profile with 2 shots really lets it shine against anything with multiple wounds, especially when it's within half range. Great news for Attack Bikes, Land Speeders and M-M Devastators hopping out of a transport I'd say! The Lascannon and Missile Launcher with their single shots, lower AP and lack of half range damage bonus just can't compete with the Multi-Melta, their only advantage being extra range and trying not to move. (Note on the Missile Launcher: The charts use Frag against the weaker targets and Krak as soon as that becomes stronger against multi-wound targets).

 

The good old Heavy Flamer is the clear winner against the weaker single wound targets when looking at things on the move, but given its limited range and minimal impact against tougher targets is it really worth the points investment for an army likely to be full of bolters and chainswords? Othe rlonger range weapons close the gap if they don't need to move to hit the chaff (Plasma Cannons and Grav Cannons).

 

For all-round points efficiency the Grav Cannon has the highest combined output across all possible target types, with multiple shots helping against weak infantry and the extra damage kicking in against tougher targets. It's not going to be a tank buster but if you're facing a lot of the new Marines with their 2 wounds it could be really handy, solid against them and not too bad elsewhere.

 

Given the versatility of the Grav Cannon it raises the question of why use the Plasma Cannon, given the built in risk of exploding as soon as you overcharge. Similarly even with the new 2D profile I so no benefit to taking a Heavy Bolter instead of the grav either.

 

Short version:

 

Tank/Monster Hunting: Multi-Melta the clear winner

All-Round Versatility/Efficiency: Grav Cannon

Anti-Chaff: Potential niche for Heavy Flamer (but serious limitations outside of that role). Not as far ahead as the M-M is against big stuff.

 

Edit: An interesting final note is that there isn't much difference in the charts between damage output and points efficiency. Because the weapon points costs are now all so close together, the higher output weapons are also the most points efficient. We're no longer in a situation where these weapons are ranged 5-30 points in cost, allowing some with lower output to actually be more points efficient. Having them all within a range of 10-20 means the Multi-Melta with its huge damage is extremely points efficient and the Heavy Bolter is overpriced in comparison even with the bump to 2D.

Taken from the discussion topic here

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