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Post by colonelbrigham on Nov 21, 2009 9:26:26 GMT -5
I'm always looking to try something new with my armies to see if it works and improves my game play. In that light I was reading through my Space Marine codex this week and started thinking about taking Devastators. I used to take them all the time but they became more expensive to use this time around so I dropped them. I'd like to hear what people here have to say on them and their use and if it is feasible especially since I generally employ a mechanized marine force.
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Post by ElegaicRequiem on Nov 21, 2009 9:37:40 GMT -5
I also stopped using them, because now I can drop all kinds of stuff right in the enemy's face with drop pods.
Why shoot at a distance, when you can put a dreadnought up in their grill right away?
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Post by ssgtdude (M.I.A) on Nov 23, 2009 19:17:58 GMT -5
I also stopped using them, because now I can drop all kinds of stuff right in the enemy's face with drop pods. Why shoot at a distance, when you can put a dreadnought up in their grill right away? Because the smart player is behind your lines and out flanking your army.
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Post by colonelbrigham on Nov 24, 2009 17:27:36 GMT -5
It definitely does seem that 5th edition is the edition of quick moving armies.
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Post by Hetfiltrator on Feb 10, 2010 20:30:54 GMT -5
I also stopped using them, because now I can drop all kinds of stuff right in the enemy's face with drop pods. Why shoot at a distance, when you can put a dreadnought up in their grill right away? Because the smart player is behind your lines and out flanking your army. Never send your heavy hitters first! Always begin with tac squads and then bring in the heavies.
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Post by Rolling Thunder on Feb 11, 2010 7:43:44 GMT -5
I also stopped using them, because now I can drop all kinds of stuff right in the enemy's face with drop pods. Why shoot at a distance, when you can put a dreadnought up in their grill right away? Because the smart player is behind your lines and out flanking your army. Or in my case, if I got first turn, already within 12" of your army and plasma/meltagunning your squads and tanks into oblivion.
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Post by cheminhaler on Feb 12, 2010 16:39:24 GMT -5
The first game I played in 4th edition, my guard got slaughtered by a Red Scorpion army, with 8 heavy bolter devs and a whirlwind. There's no reason not to play gunline, as it can be effective vs. horde armies. Thunderfire cannons are quite common for gun-lines now.
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Post by Callus on Feb 24, 2010 14:04:37 GMT -5
My Dark Angels are pretty static, I have a couple of combat squads in razorbacks and a deep striking Deathwing squad but everything else pretty much stands and shoots. It's pretty succesful against all but the most mobile enemys, usualy does especialy well against my mates 'nids.
Callus
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Post by Deleted on Mar 2, 2010 21:48:49 GMT -5
Another use for Dev's I've been trying is taking a 10 man dev squad (heresy!!!), and using Combat Squads to give me 2-5 man squads with 2 big guns in each. Spread them out and it means that drop-in loonies like Zagstruck, Snikrot, assasins, and other characters can only chomp on one unit at a time.... And next turn, you can blast the hell out of them...
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Post by Ymmot (M.I.A) on Mar 2, 2010 21:55:45 GMT -5
Not taking a ten man squad for every space marine unit is heresy if you ask me...
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Post by Melissia on Mar 3, 2010 12:43:11 GMT -5
Because the smart player is behind your lines and out flanking your army. Or in my case, if I got first turn, already within 12" of your army and plasma/meltagunning your squads and tanks into oblivion. ... and if he gets second turn and is doing a drop pod deployment, that means he gets to surround your army and gets the first turn of shooting because you have nothing to shoot. Unless I'm misunderstanding the rules for drop-pods at any rate..
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Post by Rolling Thunder on Mar 3, 2010 16:52:24 GMT -5
He's doing drop pod?
Fine....I can wait, you know. Leave the entire army in reserves.
...or just turbo to the edges. 3+ cover save for all my Valks, and he can only come in on one side....
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