tag:blogger.com,1999:blog-4391623713288826384.post2853960421217402769..comments2023-07-09T08:51:56.902+01:00Comments on Index Astartes: Devastator squads - overview and tacticaJimbohttp://www.blogger.com/profile/04950063737302695309noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4391623713288826384.post-91137349447229470702018-04-10T17:31:13.754+01:002018-04-10T17:31:13.754+01:00Hi Nick,
Thanks for the reply. I think you're ...Hi Nick,<br />Thanks for the reply. I think you're right about raven guard. That's a painful tactic with Issadon - hadn't considered that before. I think there is some merit to using drop pod suicide squads, but then maybe there are other units that could do it better. My issue with transports is that they cost so much now and the -1 to hit when you disembark. <br /><br />Interesting mathammer with the 5 point rule. I guess other things to take into account are that generic bolter marines and close combat will also benefit from the banner. The dark angel sacred standard pulls it off on a 2+ but costs 83 points base. Did you account for the 13 points for the marine wielder when costing the lascannon at 25 points? I understand where you are coming from with the calculations but still think the standard is worth a shot. Jimbohttps://www.blogger.com/profile/04950063737302695309noreply@blogger.comtag:blogger.com,1999:blog-4391623713288826384.post-60648301957247321492018-04-05T20:15:30.222+01:002018-04-05T20:15:30.222+01:00I'm very curious if the yet to be released Spr...I'm very curious if the yet to be released Spring 2018 40k FAQ will change the Raven Guard's -1 to Hit, with -1 to Hit seeming to be going away in later codexes as 8th Ed moves on. Back in 7th Ed Imperial Fists also got to reroll on the Vehicle Damage chart, and I would love to see their chapter tactic get some bonus against vehicles again. <br /><br />One very dicey but fun and explosive way to play Devastators that goes unmentioned in this review is using them like 7th Ed style Drop Pod assassins. 4 Devastators with Multimeltas and a Cherub could potentially destroy a Knight, and is likely to drop it below half it's Hit Points. Not optimal per say but definitely a fun thing to consider.<br /><br />I've been struggling with my 8th Ed Space Marines to get more mobile while still using the Cheap means of fire power that the Devastators offer. I do after all have 4 Squads of Devastators, which are pretty good in 8th. But in general Mobility is huge and I love the CC shenanigans. Though in general I want to keep my Devastors in the back I've been considering that for some games against opponents who don't have tanks, maybe I actually use the Devastators out of the Drop Pod and use them for Screens or Charging. <br /><br />I've seen some pretty violent lists that were based around 5-6 units of Devastators, with with something like 8 Heavy Bolters, 6 Missile Launchers and the rest Lascannons. Either Raven Guard or Ultramarines with Guilliman, they'd just try to screen and shoot, not many armies can receive that much incoming fire and last, though it is an inflexible list.<br /><br />One last strategy I see with Devastators is to pair them with Lias Issodon, who allows 3 Infantry Marine units to deep strike with him, that way the Devastators are off the board and not vulnerable to being shot turn 1. I also see a lot of Razorbacks with Devastators, conveniently fitting 6 models.<br /><br />The Banner of the Emperor Ascendant: The way I see the math, a Hunter Killer Missile is 6 points and the Armonium Cherub is 5 points, so 5~6 points is the cost to fire one heavy weapon per turn. 25 points for a Lascannon, expecting 5 turns of shooting (if you're lucky/good), comes to 5 points a turn of shooting.<br /><br />A Company Ancient is ~60 points, so that should come to ~10-12 heavy weapon shots. 10 heavy weapon shots would require 20 marines dying at a 4+, or 15 marines dying for a 3+. So taking that math straight, it would be about 4 Devastator Squads (16 marines to die) for the Company Ancient to meet his price point. However what I really like about removing a Heavy Bolter or Missile Launcher from the Devastators is that you can use Flakk Missile or Hell Fire Shell stratagem then during the opponent's turn, and thus chuck mortal wounds at that time. However you can only use this mechanic for models within 6" of the Banner, which isn't a given. Banners also help with losing models on the Alpha-Strike. However it is a bit illuminating to see that the Banner really does need a lot of models around to make him points efficient. Anonymousnoreply@blogger.com