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Devastator Squads


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9 replies to this topic

#1
Glitch85

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Hey all, just wondering why people prefer to run 4 x ML rather than the odd LC, is it just points wise??

#2
shatter

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I think it's a combination of several things. ML PA models are a LOT more common. They're cheaper. They're fairly versatile. Other chapters/players use them too (I'm just as good as you, I'll make mine work!)

I prefer 2ML, 1PC, 1LC. I know one is shorter range, but I like AP2 and an LC is around twice as good versus the hard to kill armour pieces and insta-glance or better on AV 10 on at least one shot makes me feel better.
...Gladus, and my mitts.

#3
Brother Biskit

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Points and flexability mate. A 4x ML squad can put pain on just about anything other than the toughest tanks without killing you points wise. It makes them perfect fire support for all comers lists.
"You are armoured by the Emperor himself. Righteousness is your shield, faith your armour, and hatred your weapon. So fear not and be proud, for we are the Sons of Sanguinius, the protectors of Mankind. Aye, we are the Angels of Death." - Dante

#4
Brother-Captain Devlonir

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It depends on many things.. I feel the 4xML option is the best if you don't have the points to run 2 combat squads.

But if you do, I usually prefer the more expensive 2xLC/2xPC option with a Sang Priest nearby. But that makes the Dev squad a hefty point sink and isn't really an option below 2k points in a balanced list I feel.
"For eleven hundred years, I have fought and I have seen the darkness in our galaxy.
I have seen the vileness of the alien and the heresy of the mutant.
I have witnessed the sin of possession.
I have seen all the evil that the galaxy harbours, and I have slain all whose presence defiles the Emperor.
I have seen what you will see. I have fought what you must fight, and I have slain what you must slay...
So fear not and be proud, for we are the sons of Sanguinius , the protectors of Mankind.
Aye, we are indeed the Angels of Death!"

-- Commander Dante --

#5
JamesI

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I've been running 2-3 ML with 1-2 Lascannons. All depends on how many points I can spare for the Devs.

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#6
Gv0zD

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4 MLs would be the most flexible composition IMHO. As others already said, if you can spare more points, you may swap 1-2 MLs with 1-2 LCs.
I also think that dev squad is not the best investment, as they theoretically would require additional bolter-marines to help you allocate wounds without losing heavy weapons. But on average I would say the 5-man squad with 4 MLs is the most flexible and the most optimized composition.
Just my 2 cents.

Edited by Gv0zD, 25 November 2010 - 01:32 PM.

Dances with Smurfs - my 12-year old Ultramarines army

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#7
BigBaals

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4x ML is the way to go. 130 points for 4 ST8 shots is golden since every other player is MEQ. Bring the Attack Bikes and melta guns for your armor 13+. DoW deployment sucks a bit for Devs... but turn one is night fight anyway and hopefully you placed a bit of terrain close to your table edge with a good line of sight to the rest of the field. My army has so many other major threats that my Devs have never been shot at. I just re-implemented them into my army a month and a half ago and they have not taken one save!

#8
Brother-Captain Adamo

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Time to add my 2 cents too.

I would tend to agree with what others have said, a devastator squad with 4x Missile Launchers gives you a reasonable punch and more options for dealing with fluid battlefield conditions. Missile Launchers have the ability to attack in a anti-infantry role as well as anti-tank capacity. And if your under the gun for points, there also a major bonus.

Also a good formation for touranment play, as you can react more effectively against the ever changing battlefield conditions and enemies. A more weapons specific group of devastators could find themselves with the wrong weapon for the job at hand. Never a good thing, when it happens ;) .

Edited by Brother-Captain Adamo, 25 November 2010 - 06:18 PM.


#9
Zeller

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Codex astartes: the tactical squad shall draw the enemy's fire so the devestator squad may attack from a position of strength. Ideally that solves your not enough bodies problem.

I don't run my devs as 4 of any weapon for the reasons specfied here. Of my 2 dev squads I have 2 missile launchers total.

Personally, I'd say it makes a lot more sense to keep putting them on the right. Anyone who questions your decision is a Communist.

QUOTE (Ashdown @ Aug 17 2010, 07:03 PM) <{POST_SNAPBACK}>
 
You can play vanilla marines, however, it is a heavy burden to wield such shame.

 

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#10
Glitch85

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I see, cheers for all the replies!