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Wondering how to best equip devs: how many of a type of hvy weapon, number of men in the squad, and is it recommended to hav combinations of them in one squad???
hey mate, im a fellow noob myself, but i will try and help you out a bit. for me my devastator squad equips for one specific task per squad. each of my devastator has at least 2 rocket launcher, they are great for anti armour and crowd control. then it is up to you to see what you want to do with the last 2 marines. i ALWAYS go with a pair of weapons, example. Pair of melta and Pair of rocket launcher for perfect anti armour and a little bit on crowd control. Pair of heavy bolter and pair of rocket launcher means excellent infantry killer. i tend to stay away from the plasma cannon as they are a bit of hazard to use.
for the number of members in a squad. it depends on what army you use. im a blood angels player, so i stick to a 4 man plus one sergant squad to save points for my assult squad. if you are using a normal chapter squad(which we call vanilla), then you might want to set it up all the way to a full 10 men squad.
i hope this helps
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3 roket launcher+1 laser for signum - strong antitank
4 plasma cannons - strong antielite infantry
4 heavy bolter - gainst nids, orks etc.
no for meltas
Generally devastators are very expansive so you must longrange enemys expansive units. I recommend plasma, yes its very expansive but you are able to deal with 2+/3+ armor save on long range. You have anothe antitank antihorde in your arsenal.
Allways 10 members and 4 heavy weapons
If you take a devastator squad, always, always, always take a ten man squad. The 5 extra men (6 if you include the sergeant) are great ablative wounds and will greatly enhance the survivability of the squad. Personally, the last thing I want to be is the guy holding a bolter in a devastator squad....
Anywho, in terms of equipment, I'm a fan of either Heavy Bolter x4 or Plasma Cannon x4. The heavy bolter setup is for tearing hordes of orks, nids and even footslogging IG apart. Plasma cannons handle heavy infantry like termies or nobz. Why not lascannons for anti-armour? It just isn't as reliable as it used to be considering the plethora of cover saves for vehicles and the popularity of AV14 (making Melta the preferred form of anti-armor).
Missile launchers are effective for an all-comers list; you have the anti-armor flexibility of krak missiles and the anti-horde of frag missiles. Occasionally, if I'm feeling vindictive, I'll shoot krak missiles at infantry just to say they've been effectively gibbletized.
"Darnath Lysander is the Samuel L. Jackson of the 40k universe."
Always 4 MLs there anti tank and horde in one go awesome. Awesome to the max!
Even though you dont get 4 ML in a devie box.
Eh, I find Devastators too expensive for what they do. I'd rather have 2 AC/HB Predators for cheaper anti-infantry, or MM/HF Speeders for better multi-purpose work.
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I like 2 ML and 2 LC, generally I rely on heavy support for the main part of my anti tank, but against hordes, I can still do some damage with the ML's, and vaporize some HQ's with the LC's should they be particularily troublesome (a bit of a waste, but its great fun to see someones favorite unit dissapear in a cloud of dust).
Marines - All built, 4/5 painted. Tau - 3/4 built, 0 painted. 'crons - 1/2 built, 1/2 painted.
I suck at staying on task.
10 guys with 4 ML is the default setup.
Personally i'm a fan of 5 guys with 2 lascannon (and 2 or 3 squads kitted like this) - makes it subsantially harder to kill all those lascannon - the squads are more vulnerable individually but as a whole it works wonderfully and keeps cost down.
Multimeltas are pretty nasty if you have a force that can capiltalise upon it, plus you have to use very aggressive deployment. They get murdered by DoW though.
Thanks a lot yos!! haven't seen a thread on it so tot i'd bring it up. My freind uses the (vanilla) marines and will be competing mostly wit blood angels, daemon hunters (damn GK Termies), and Chaos Marines.
what would be the prob wit a ten man squad wit four lascannons? if there is a better solely focused on anti-tank role combination than make some suggestions again.
All the input is greatly appreciated, please feel free to add more even if it (in a way) repeats what has been stated.
4 lascannons cost a fortune, difference between 4 launchers and 4 lasers are 80 points. That is simply too much what you get in exchange. Look at cost of your devs with 4 lascannons and think what they must shoot down to repay themselves. For that price devs are also not durable. Laser is not bad weapon, but launcher is cheaper and more versatile and nearly every unit in space marines arsenal has antitank potencial. Your dev sergeant could use his signum to give better WS to one unit member, this is reason why take 1 laser max, not more.
In my opinion you must decide devs purpose, if you make 4 launcher you must shoot on tanks, not on infantry, because launchers here cost so much to take out regural infantry.
Last edited by czechImenhotep; May 18th, 2009 at 11:13.