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  1. #1
    computertrucker's Avatar
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    Devastators

    Sooo. You read alot of the time that Devastators arent worth the points. There seems to be better options out there available to fill the role they play, at least if you believe what alot of people claim in the forums (something I dont always do lol but i do read with an open mind)

    So with the next edition rumored to be up and coming. What do people think could be done to fix them?

    lower the points of their weapon choices?
    Auto include Heavy Bolters maybe one at 5 man and one at 10 man?

    I was thinking maybe allow a leadership roll so that The Heavy weapons in a combat squad could pick out large or monstrous targets. While the bolt guns shoot at other more logical threats IE foot troops that they can actually hurt.

    This would make us more comparable to units like Lootas or Dark Reapers. That have a heavy weapons squad that all shooot together because they all use the same types of weapons. Marines need more diversity, and in all honesty combat squads dont really cut it for heavy weapon diversity.

    Last edited by computertrucker; 6th January 2012 at 02:45.
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  2. #2
    Morr's Avatar
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    The problem with devastators isnt their points or ability's its just that the prevelence of mech means that people take tanks to support their transports and if everything has an AV most small arms fire cant hurt it. i.e synergy. if the new edition fixes mech it will fix devs.

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  3. #3
    Lord of the Pit Baragash's Avatar
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    SM Devastators pay a lot more for their weapons than the other Marine-based Codices. Once their points are in line people will start using them.


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  4. #4
    Albatross's Avatar
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    Originally Posted by Baragash View Post
    SM Devastators pay a lot more for their weapons than the other Marine-based Codices. Once their points are in line people will start using them.
    This. The BA codex reduced the points costs of all the weapons options. Straight upgrade. Regular SM codex seems to get the most regular updates, and I imagine this will be fixed when it rolls around.

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  5. #5

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    I don't think it's a problem... just that there are better Heavy options for the points cost.

    The only place they really pay off is for Space Wolves, IMO. You get 3 to 5 heavy weapons and they get the Fire Control rule.

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  6. #6
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    Originally Posted by daddy4count View Post
    I don't think it's a problem... just that there are better Heavy options for the points cost.

    The only place they really pay off is for Space Wolves, IMO. You get 3 to 5 heavy weapons and they get the Fire Control rule.
    I dunno. BA can pick up 4 missile launchers nice and cheap, seems worth it to me. Granted Wolves do have the best option, but I find the point reduction given to the BA devs makes em worth bringing along if you're lacking in S8 or some blast (regular marines have better ways to get blasts I feel, but with different wargear options on some things, blasts are something I feel are a bit lacking in the BA army and the devs help balance this).

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  7. #7

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    That's a good point about BA... since tactical squads are seldom utilized competitively it limits the number of heavies you can field.

    Tons of S-8 melta, but not a lot of ranged power

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  8. #8
    ... fishfishfish ... edmundblack's Avatar
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    The trouble is with Devastators, is that really you need more than the 5 models you want to start making them worth it, and the weapons are quite expensive. Even the standard all-comers Missile Launcher comes in at nearly the same as another Marine, so if you look at it like that you'd need to pay for the model, the missile and then another model to take the hit that'll come it's way - so you're paying for it twice or three times. There's more cost-effective ways of getting big guns onto the board.

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  9. #9
    Angelofblades's Avatar
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    The other problem with devastators is thier lack of mobility, and that you have to find the best spot to deploy them. Not always easy when you don't know who's going first. There are also alot of amries that have ways of dealing with such static units, from Ymgarl stealers to outflanking baal preds, it's tough to justify their use.

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  10. #10

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    Snikrot and kommandos from behind... my favorite anit-Dev squad



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    Originally Posted by Architech View Post
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  11. #11
    Forum Sock Monkey scythes's Avatar
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    If you're trying to go infantry heavy, maybe no armour or something, dev's are an obvious choice, otherwise, they're just a bit too expensive. Tanks are a lot better choice and mesh well when you take more armour like dreads, rhino's, and razorbacks like most people do.

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  12. #12
    computertrucker's Avatar
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    So I got a chance to field My Devastators. Dawn of War though made it where they didnt get into the fight untill turn 3 of the game. Once they did they slaughtered a bunch of orks. I took a full Squad 10 man 2 heavy bolters and 2 Plasmas Cannons. They were worth their points. By the end of the game I had only lost one of my heavy weapons (plasma it gets hot).

    Wish Space Marines could move and shoot with the heavy bolter. Maybe make it an Assault 1 heavy 3 type weapon. So many other armies seem to be getting this type of weapon. Also looking at how they did the Space Marine Video game. Which the Heavy Bolter can move and fire just much slower RoF

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  13. #13
    ... fishfishfish ... edmundblack's Avatar
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    Suspensor Units: we need them back. The old Deathwatch Killteams could take two in a squad, and they were awesome! Only 18" range, but still 3 shots at same str & Ap. Great weapons for their points. But could be spammed to rediculous if every squad could take them.

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  14. #14
    The Dark Pwner's Avatar
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    Better then spamming blimmin MLs..

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  15. #15

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    not to highjack the thread but, I ordered some of the forgeworld weapon packs to make ML dev squads and Im going to pick up a box of tac marines to model the two squads question here is what is a good "bit" to use to show a signum?

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  16. #16

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    That bit isn't necessary really... since it's standard wargear it really doesn't have to be modelled on the piece.

    I've used the handheld scanner bit to represent this before. I think one comes in the tac squad... but maybe it's the assault marines I'm thinking of?

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  17. #17

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    Originally Posted by Angelofblades View Post
    The other problem with devastators is thier lack of mobility, and that you have to find the best spot to deploy them. Not always easy when you don't know who's going first. There are also alot of amries that have ways of dealing with such static units, from Ymgarl stealers to outflanking baal preds, it's tough to justify their use.
    or marbo........*whimpers*

    devastators....imo, it depends on the other needs of your army. although 4 plasma cannons is reeally fun in any event...

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  18. #18
    Badass Wolf Scout MC Tic Tac's Avatar
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    Going back to Blood Angel devs, you can give them feel no pain too so they last longer too!

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  19. #19
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    I never use devastators. I find Predator tanks far more cost effective and less likely to be destroyed. If GW want people to play them again they need a points decrease for the weapons and the multi-target fire ability of the Space Wolves.

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  20. #20

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    Originally Posted by Eryx_UK View Post
    I never use devastators. I find Predator tanks far more cost effective and less likely to be destroyed. If GW want people to play them again they need a points decrease for the weapons and the multi-target fire ability of the Space Wolves.
    Long Fangs rock the heavy weapon like nobodys business...

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