Devastator/Heavy Weapon Options

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iPAINTminis ( 152 )
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Devastator/Heavy Weapon Options

Post by iPAINTminis »

Okay, so I'm back with another question as I tweak my Templar/Marine list.

Already covered the question of running Templarish lists using the SM Codex for my own personal reasons so not necessary to go into that again.

My question to you experienced 5th Ed Marine players is more along the lines of Heavy Weapons and Devestator squads.

I play a shooty anti-personnel army. Honestly it's not much good against armor, and I know that. My anti-armor choices are my Ven Dred with a multi-melta, then I also have a ML in each of 2 tac squads, along with a lazcannon in one of the tac-squads, and a plasma gun in the other. My Dev squad is running 4 Heavy Bolters because I like to mow-down troops. :mrgreen:

So I guess my question is, am I shooting my-self in the foot so to speak running a list like this? Also, what kind of "quick" adjustments could I make to take on armored/mobile armies and keep my 1500 point range in check.

I don't play tournies so I'm not concerned with fielding 1850 or greater.

Thanks again Btown!
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spaz102 ( 226 )
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Re: Devastator/Heavy Weapon Options

Post by spaz102 »

I take it you combat your squads down? If so for the Devs I would just change out to a Missile Launcher instead of the Heavy bolters. MLs will give you anti armor(krak) and Frags for Troops. The other thing you could do is go with a regualr dred in a pod and maybe add some Razorbacks with HB.
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Re: Devastator/Heavy Weapon Options

Post by MagickalMemories »

Good option.

Another choice is Plasma Cannons. While there IS some risk involved, they do a good job at popping power armor, AND can get at most vehicles.
With a BS of 4 and a small blast template, your chances of getting hits are pretty good (average scatter will be 3.5", WHEN it scatters). If you can drop it in a mass of enemies, you can easily take out a dozen or more in one shot (with the unit).

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Re: Devastator/Heavy Weapon Options

Post by iPAINTminis »

Thanks for the advice.

@spaz - if combat down you mean 5 man squads? No I take full 10.

@MM - have considered a plasma cannon.

Had a client pm me the idea of dropping the termi-captain for a termi-libby as well. So here's the brief rundown on the new list...

EC (Captain)
Libby

Reg Dred - MM, heavy flamer

Assault Termi squad 3 x LC, 2 x TH/SS

Tac Squad - SGT (CCW/BP), 7 x bolter, 1 x ML, Lascannon

Tac Squad - SGT (CCW/BP), 7 x bolter, 1 x ML, Plasma Cannon

Assault Squad - 10 x ccw/bp

Assault Squad - 10 x ccw/bp

Devestator Squad - SGT - bolter, 2 x HB, 2 x ML

Better?

I don't like vehicles, so don't want any.
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mrrshann618 ( 212 )
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Re: Devastator/Heavy Weapon Options

Post by mrrshann618 »

While it is nice to have multiple Hvy Bolters in one squad think of things this way

Tact Squad W/ ML or LC + Plasmagun = at most 2 marines shooting at something not troops.
Tact Squad w/ Hvy Bolter + Plasma = Just about every model firing at troops at roughly 24" <-- more bang for killing troops instead of having 8 "meatshields" stand around

Dev Squad w/ ML's or LC's = Long range hitting power. ML's can be fragged for mass troops, but lack "killing" power against AR14.
Dev Squad w/ ML's + PC's = Great light and medium vehicle killers + ability to take on troops (nice templates) risk factor involved however.
Dev Squad w/ MM's 24" killy zone great against vehicles (thanks to AP1) and great for when you know troops transports (of all sizes) are rushing you. Mix with a Tact squad to help hit what gets popped from the transport and you have a nice 1 - 2 punch that is flexible.

Personally I have a mix of tact squad heavy weapons but ML (because it is versitile) and Hvy Bolter are the most common. I have 1 - 2 LC's in case I want to mixe it up for some reason. Other than that all my LC's and MM's are in my dev squads.
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Re: Devastator/Heavy Weapon Options

Post by EZ mac »

Either missils or multimeltas in the dev squad.

Multimeltas maybe on 2 guys and missils on the other, combat squad them and deploy close to the closest objective in the middleish with the mm squad and put the missils somewere with Los to as much of the board as possible. They all cost the same (hbolter, missile, mm). Mm rock just because of the ap1, pluss as you will deploy with a 24in gap between u and the enemy it will not lose out on too much shooting oprotunities, especially if u are going second.
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Re: Devastator/Heavy Weapon Options

Post by Ironhide »

iPAINTminis wrote: Libby Always a better buy than the captain. Their psychic powers make all the difference. I only take captains if I'm going to put them on a bike.

Tac Squad - SGT (CCW/BP), 7 x bolter, 1 x ML, Lascannon ML and meltagun are the way to go. Combat squad them.

Tac Squad - SGT (CCW/BP), 7 x bolter, 1 x ML, Plasma Cannon Same as above

Assault Squad - 10 x ccw/bp I'd work some flamers in there.

Assault Squad - 10 x ccw/bp I'd work some flamers in there.

Devestator Squad - SGT - bolter, 2 x HB, 2 x ML MLs all the way. Multi-role and longer range.

Better?

I don't like vehicles, so don't want any.
My comments in red above. Another option for the Dread, dual autocannons. Also, I'd always try and fit some powerfists into those Tac squads. Will make your opponent think twice about assaulting them.
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