[40k] Fast or Heavy?

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>Thanks for the input, folks. Yeah, Im going to take your suggestions,
and
>stick with the Marines for right now. I was thinking about getting a
>Terminator squad, but I want to wait until this Summer when the new
minis
>come out ("Practically the same minis, but now in plastic with an
exciting
>20% price increase!"). So, looks like Im sold on a Devastator squad.
Now,
>for maximum punch and power, what weapon/s combo would you suggest?
Id like
>a nice balance of long distance and medium range power.
>Also any advice or ideas on SM Command squad
construction/composition(Who
>should get what weapons/gear, etc.) would be helpful!

Space Marines have one infantry heavy weapon (aside from the assault
cannon) no other army can take in the same quantities - make use of
it. With the missile launcher, the plasma cannon is the most versatile
of the options and both weapons are good for range. The plasma cannon
is also ideal for cracking infantry with 2+ saves. The heavy bolter
and multimelta both lack flexibility and range. The heavy bolter is
also the only Devastator weapon that can't pierce heavy armour, so it
doesn't complement any of the other options and only really works in
squads of 4 against lightly-armoured hordes.

Personally, I'm no fan of lascannon or their equivalents in other
armies - they cost more than missile launchers and lose flexibility.
Moreover one of their big selling points - AP2 - is redundant in a
list that can take plasma cannon, since these are far superior
anti-infantry weapons. truth be told, in a game where there aren't
that many vehicles better than AV12/13, +1 armour penetration compared
with the missile launcher just isn't valuable enough to warrant the
extra cost and loss of frag against most opponents (especially when
you have 2-4 of them pointing at the same target). Anyway, you can
always take a Chapter Trait that allows Devastators to be Tank
Hunters, which turns missile launchers into lascannon anyway.

Most players with Dev squads go for a 2/2 split or a full foursome of
one favoured weapon, so you've always got a decent target for a
significant part of the squad. 4 plasma cannon makes the unit weak
against medium tanks like Predators and Hammerheads, unable to
penetrate AV14 at all and prone to self-immolation. 4 missile
launchers render the unit worthless against the heaviest infantry and
not all that much use against basic Marines (since, like lascannon,
each is only one-shot no blast with krak). Don't forget that
Devastator squads also contain models with bolters - a dedicated
anti-tank unit with, say, lascannon won't do much to support the rest
of the squad against light infantry.

Short answer, then: Either 1 plasma, 3 ML or 2 plasma/2 ML. :)

Philip Bowles
 
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"Philip Bowles" <pbowles@aol.com> wrote in message
news:587631d1.0502010900.51bbf711@posting.google.com...
> >Thanks for the input, folks. Yeah, Im going to take your suggestions,
> and
>>stick with the Marines for right now. I was thinking about getting a
>>Terminator squad, but I want to wait until this Summer when the new
> minis
>>come out ("Practically the same minis, but now in plastic with an
> exciting
>>20% price increase!"). So, looks like Im sold on a Devastator squad.
> Now,
>>for maximum punch and power, what weapon/s combo would you suggest?
> Id like
>>a nice balance of long distance and medium range power.
>>Also any advice or ideas on SM Command squad
> construction/composition(Who
>>should get what weapons/gear, etc.) would be helpful!
>
> Space Marines have one infantry heavy weapon (aside from the assault
> cannon) no other army can take in the same quantities - make use of
> it. With the missile launcher, the plasma cannon is the most versatile
> of the options and both weapons are good for range. The plasma cannon
> is also ideal for cracking infantry with 2+ saves. The heavy bolter
> and multimelta both lack flexibility and range. The heavy bolter is
> also the only Devastator weapon that can't pierce heavy armour, so it
> doesn't complement any of the other options and only really works in
> squads of 4 against lightly-armoured hordes.
>
> Personally, I'm no fan of lascannon or their equivalents in other
> armies - they cost more than missile launchers and lose flexibility.
> Moreover one of their big selling points - AP2 - is redundant in a
> list that can take plasma cannon, since these are far superior
> anti-infantry weapons. truth be told, in a game where there aren't
> that many vehicles better than AV12/13, +1 armour penetration compared
> with the missile launcher just isn't valuable enough to warrant the
> extra cost and loss of frag against most opponents (especially when
> you have 2-4 of them pointing at the same target). Anyway, you can
> always take a Chapter Trait that allows Devastators to be Tank
> Hunters, which turns missile launchers into lascannon anyway.
>
> Most players with Dev squads go for a 2/2 split or a full foursome of
> one favoured weapon, so you've always got a decent target for a
> significant part of the squad. 4 plasma cannon makes the unit weak
> against medium tanks like Predators and Hammerheads, unable to
> penetrate AV14 at all and prone to self-immolation. 4 missile
> launchers render the unit worthless against the heaviest infantry and
> not all that much use against basic Marines (since, like lascannon,
> each is only one-shot no blast with krak). Don't forget that
> Devastator squads also contain models with bolters - a dedicated
> anti-tank unit with, say, lascannon won't do much to support the rest
> of the squad against light infantry.
>
> Short answer, then: Either 1 plasma, 3 ML or 2 plasma/2 ML. :)
>
> Philip Bowles

So Devastator squads are worth taking now???
 
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"Philip Bowles" <pbowles@aol.com> wrote in message
news:587631d1.0502010900.51bbf711@posting.google.com...
> >Thanks for the input, folks. Yeah, Im going to take your suggestions,
> and
> >stick with the Marines for right now. I was thinking about getting a
> >Terminator squad, but I want to wait until this Summer when the new
> minis
> >come out ("Practically the same minis, but now in plastic with an
> exciting
> >20% price increase!"). So, looks like Im sold on a Devastator squad.
> Now,
> >for maximum punch and power, what weapon/s combo would you suggest?
> Id like
> >a nice balance of long distance and medium range power.
> >Also any advice or ideas on SM Command squad
> construction/composition(Who
> >should get what weapons/gear, etc.) would be helpful!
>
> Space Marines have one infantry heavy weapon (aside from the assault
> cannon) no other army can take in the same quantities - make use of
> it. With the missile launcher, the plasma cannon is the most versatile
> of the options and both weapons are good for range. The plasma cannon
> is also ideal for cracking infantry with 2+ saves. The heavy bolter
> and multimelta both lack flexibility and range.

to be fair, heavy bolters are invaluable against many opponents. Against
IG, eldar, orks and tau they will waste expensive infantry units with ease.
even against marines they're good cheap annoyance value.

> Personally, I'm no fan of lascannon or their equivalents in other
> armies - they cost more than missile launchers and lose flexibility.

agreed. a lot of marine and chaos marine players load up on lascannons for
killing tanks, but they're really a waste of points against anything without
AV14. in a chaos marine army of about 80 infantry I only have one
lascannon - a combination of autocannons and missile launchers is just so
much more cost-effective against most armies. melta-bombs are an
inexpensive and much more reliable means of dealing with really heavy armor
if I have to.
 
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In article <xgQLd.33698$B5.22547@fe1.news.blueyonder.co.uk>, "Doctor Rock"
<malafex@blueyonder.co.uk> writes:

>> Personally, I'm no fan of lascannon or their equivalents in other
>> armies - they cost more than missile launchers and lose flexibility.
>
>agreed. a lot of marine and chaos marine players load up on lascannons for
>killing tanks, but they're really a waste of points against anything without
>AV14. in a chaos marine army of about 80 infantry I only have one
>lascannon - a combination of autocannons and missile launchers is just so
>much more cost-effective against most armies. melta-bombs are an
>inexpensive and much more reliable means of dealing with really heavy armor
>if I have to.

I'd never give lascannon to infantry simply because the SM vehicles that can
take them make better platforms and don't usually have the option to take
anything else in the mount except perhaps a heavy bolter. No army save IG is
likely to have more than one AV14 vehicle (and with the obligatory Basilisk no
IG army will have more than two).

Philip Bowles

Philip Bowles
 
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"P Bowles" <pbowles@aol.com> wrote in message
news:20050201143904.05159.00000016@mb-m10.aol.com...
> In article <xgQLd.33698$B5.22547@fe1.news.blueyonder.co.uk>, "Doctor Rock"
> <malafex@blueyonder.co.uk> writes:
>
>>> Personally, I'm no fan of lascannon or their equivalents in other
>>> armies - they cost more than missile launchers and lose flexibility.

>
> Philip Bowles
>
> Philip Bowles

So good they named him twice?
 
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Philip Bowles wrote:
> the plasma cannon is the most versatile

It's a very good-looking model, but suffers from the Hot! rule.

> Personally, I'm no fan of lascannon

Lascannon has +2S and +12" range over the Plasma Cannon, without the
Hot! problem. It's a good model, and well-suited to Tactical use.

> Most players with Dev squads go for a 2/2 split or a full foursome of
> one favoured weapon,

FWIW, in 40k3, I preferred 6-man squads with 3 Heavy weapons, allowing 3
models as casualties before having to pull a Heavy weapon.

> 4 plasma cannon makes the unit weak against medium tanks.
> 4 missile launchers render the unit worthless against the heaviest infantry.

This is why, if you're going the Devastator route, you should take *2*
squads, one with Plasma Cannons, the other with MLs.

> Devastator squads also contain models with bolters - a dedicated
> anti-tank unit with, say, lascannon won't do much to support the rest
> of the squad against light infantry.

That is why Lascannons belong in Tactical squads where they cost less.
Not that it really matters, as the Bolters aren't that significant.

> Short answer, then: Either 1 plasma, 3 ML or 2 plasma/2 ML. :)

Nah. I'd go with 3 ML, 3 PC, or 3 HB. ;)

--
--- John Hwang "JohnHwang...@cs.com.no.com"
\-|-/
| A.K.D. F.E.M.C.
| Horned Blood Cross Terror LED Speed Jagd Destiny
 
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P Bowles wrote:
> No army save IG is likely to have more than one AV14 vehicle
> (and with the obligatory Basilisk no IG army will have more than two).

Huh? Since when?

The way I see it, the best basic IG Heavy selection for 40k4 is either 2
Demolishers backed by a standard Russ, or else 3 Demolishers. The
indirect Basilisk is no more accurate than a moving Demolisher, but
gives up a point of S and AP each. In direct mode, the Basilisk trades
a lot of armour and deployment flexibility for a single point of S over
a basic Russ. At this point, I'm leaning towards the 3 Demolisher setup.

--
--- John Hwang "JohnHwang...@cs.com.no.com"
\-|-/
| A.K.D. F.E.M.C.
| Horned Blood Cross Terror LED Speed Jagd Destiny
 
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In article <6dmdnai-WP5gQmLcRVn-tA@comcast.com>, Craig Little wrote:
>
> "P Bowles" <pbowles@aol.com> wrote in message
> news:20050201143904.05159.00000016@mb-m10.aol.com...
>> In article <xgQLd.33698$B5.22547@fe1.news.blueyonder.co.uk>, "Doctor Rock"
>> <malafex@blueyonder.co.uk> writes:
>>
>>>> Personally, I'm no fan of lascannon or their equivalents in other
>>>> armies - they cost more than missile launchers and lose flexibility.
>
>>
>> Philip Bowles
>>
>> Philip Bowles
>
> So good they named him twice?

or perhaps...


TRY THE NEW AND IMPROVED RGMW!!!!
NOW WITH TWICE AS MUCH P BOWLES!!!!

--
Joakim
 
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"John Hwang" <JohnHwangCSI@cs.com.no.com> wrote in message
news:36b535F4vvmeoU1@individual.net...
> Philip Bowles wrote:
>> the plasma cannon is the most versatile
>
> It's a very good-looking model, but suffers from the Hot! rule.

It's one-shot so this isn't the problem it is for rapid-firing plasma guns.
It was well worth taking in 3rd and its rules haven't changed this edition.

>> Personally, I'm no fan of lascannon
>
> Lascannon has +2S and +12" range over the Plasma Cannon, without the Hot!
> problem.

Also without the blast template. +2S is an irrelevance against infantry,
which maxes at T5, save for the fact that the plasma cannon can't cause
instant death to many characters. Obviously you don't take the PC in a
dedicated anti-tank squad, but you certainly don't take lascannon in an
all-round squad and the original poster wanted a versatile unit.

>> Most players with Dev squads go for a 2/2 split or a full foursome of
>> one favoured weapon,
>
> FWIW, in 40k3, I preferred 6-man squads with 3 Heavy weapons, allowing 3
> models as casualties before having to pull a Heavy weapon.

A 7-man squad with four heavies achieves the same thing for only around
50pts more.

>> Devastator squads also contain models with bolters - a dedicated
>> anti-tank unit with, say, lascannon won't do much to support the rest
>> of the squad against light infantry.
>
> That is why Lascannons belong in Tactical squads where they cost less. Not
> that it really matters, as the Bolters aren't that significant.

No, but you pay for them so you should use them if you have the chance.

Philip Bowles
 
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Philip Bowles entered the world pub known as rec.games.miniatures.warhammer
and said...

> >> Devastator squads also contain models with bolters - a dedicated
> >> anti-tank unit with, say, lascannon won't do much to support the rest
> >> of the squad against light infantry.
> >
> > That is why Lascannons belong in Tactical squads where they cost less. Not
> > that it really matters, as the Bolters aren't that significant.
>
> No, but you pay for them so you should use them if you have the chance.
>
>
If I'm going up against horde armies I will occasionally take 2 PC (or HB)
in a ten man dev squad, they become a Heavy tac squad and are fairly
effective at inflicting lots of casualties and have the numbers to be able
to do something in hth. It is the only time I take a Vet Sgt in a dev squad
btw...
--
Jim M
posted on this day, the 4,173rd of September 1993

"Look alive. Here comes a buzzard." -- Walt Kelly (Pogo)
"I was married by a judge. I should have asked for a jury." -- Groucho Marx

http://jimac.tripod.com
 
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>>>> Personally, I'm no fan of lascannon or their equivalents in other
>>>> armies - they cost more than missile launchers and lose flexibility.
>
>>
>> Philip Bowles
>>
>> Philip Bowles
>
> So good they named him twice?

Actually that was an echo.

Echo.

Echo.

Echo...
 
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Philip Bowles wrote:
> "John Hwang" <JohnHwangCSI@cs.com.no.com> wrote ...

>>>the plasma cannon is the most versatile
>>
>>It's a very good-looking model, but suffers from the Hot! rule.
>
> It's one-shot so this isn't the problem it is for rapid-firing plasma guns.
> It was well worth taking in 3rd and its rules haven't changed this edition.

The rules for Blast did, making massed Plasma Cannon less useful.

>>>Personally, I'm no fan of lascannon
>>
>>Lascannon has +2S and +12" range over the Plasma Cannon, without the Hot!
>>problem.
>
> Also without the blast template.

Which is only good for +50%, maybe +100%. Most opponents spread out
when they see Plasma Cannon.

> you certainly don't take lascannon in an
> all-round squad and the original poster wanted a versatile unit.

And that is why Laz / Plaz is a good Tactical combo.

>>>Most players with Dev squads go for a 2/2 split or a full foursome of
>>>one favoured weapon,
>>
>>FWIW, in 40k3, I preferred 6-man squads with 3 Heavy weapons, allowing 3
>>models as casualties before having to pull a Heavy weapon.
>
> A 7-man squad with four heavies achieves the same thing for only around
> 50pts more.

Incrementally, I don't think it's worth the extra 50 pts.

>>>Devastator squads also contain models with bolters - a dedicated
>>>anti-tank unit with, say, lascannon won't do much to support the rest
>>>of the squad against light infantry.
>>
>>That is why Lascannons belong in Tactical squads where they cost less. Not
>>that it really matters, as the Bolters aren't that significant.
>
> No, but you pay for them so you should use them if you have the chance.

I do. It's just that they're only really useful when the squad takes a
casualty.


--
--- John Hwang "JohnHwang...@cs.com.no.com"
\-|-/
| A.K.D. F.E.M.C.
| Horned Blood Cross Terror LED Speed Jagd Destiny