Tuesday, October 12, 2010
And They Shall Know No Fear: Heavy Support Part 2 non-Mech choices.
Devastators took a bit of a hit in 5th ed. The weapons are a little too pricey in C:SM making a full unit of 10 well over the 200 point mark while all except the mighty LR come in at under 200. But there are distinct advantages to a Dev squad that you can't get from a cheaper tank. First off it is highly unlikely that an opponent will one shot your dev squad into oblivion, so they are more survivable than tanks. Second if you take a 10 man squad you can combat squad them and hit multiple targets, tanks (except LR) can't split fire. Third advantage; there is no other source in C:SM for you to get 12 Heavy Bolter shots, 4 Plasma Cannon shots, or 4 Missile launcher shots for 200+ points. With the amount of MEQ armies being fielded 4 Plasma Cannons can be a beautiful thing to see leveled against your opponent, just ask a Guard player. Fourth advantage, you can buy them a tank that will add firepower to the unit, a Twin Linked Heavy Bolter equipped Razorback or a TL Las Cannon RB can really add some punch to the unit. I understand that the unit is expensive, but I have had success running them in minimum 5 man squads so if you can't stomach the full price and want to give them a go, try MSUs of Devastators. What it all comes down to with Devastator squads in C:SM is this: If you want a ton of fire power in your list that can hit multiple targets then combat squaded devastator squads are your best choice.
The Thunderfire Cannon is a very unique choice for Space Marines in several ways.
1. It is an artillery piece that is not mounted on a vehicle.
2. It is the only unit in the army that uses the artillery/gunner rules.
3. It is the only multiple template shooting weapon in the army.
4. It is the only shooting based unit that can boost the cover save for itself and other units in the same ruins.
5. No other Marine codex has it.
Many people like to malign the Thunderfire Cannon because it is too easy to kill. While this is somewhat true the ability to boost their cover saves to a 3+ makes a Thunderfire Cannon a bit more survivable. Some things to bear in mind. Your army should have targets that are far more important than your Thunderfire Cannons (notice I used the plural of cannon). If your opponent decides to go after your Thunderfire Cannons instead of your Land Raider full of TH/SS Terminators then that is actually a win for you. Thunderfire Cannons can put out massive amounts of fire, their lack of a low AP value isn't as big of a deal as people like to make it out to be. Anytime you a firing a weapon that is wounding MEQ's on a 2+ you are putting out enough wounds to cause a lot of failed armor saves. The only problem I find with Thunderfire Cannons is that you truly have to take more than 1. 3 of them is super effective and 2 isn't bad but 1 seems to never get the job done. I know this won't be popular but I find Thunderfire Cannons to be a fantastic choice for Vanilla Marine players to put in their Heavy Support slot. Don't be afraid to try things out for yourself!
This concludes the Heavy Support edition of the "And They Shall Know no Fear" articles. Next up is the Fast Attack choices, so stay tuned!