Wednesday, January 26, 2011

The Range Game Part 1

Okay so from an idea provided by a friend, I'm going to look into the world of long range tank busta's vs. short range Tank busta's and see which is worth taking and which are not worth taking.  I'm going to do this by Codex as much as possible, grouping together all the space marines, as they basically have the exact same load out on their heavy's, and specials.

Okay so first let us take a look at the load outs for the Devastator Marines.  You have a plethora of options for these guys.

Multi-Melta
Lets start with evereyones favorite, the Multi-Melta.  Now for the most part, this is a cheap and effective way to get your anti-tank needs dealt with.  And with 2d6 on the armour pin, at S8, it shouldn't be a problem to just hose down a land raider with this bad boy.  But lets also think Xenos, while we do this, and note that it is no more effective than a lascannon against a wave serpent, unless you get into rear arc.  While it does take care of other marine vehicles, it is just not effective enough for it to be worth the 10 and you have to wait till the transport gets to you for you to be able to do anything with it, as is with all heavy weapons, you can not move and fire this little guy.  For the versatility of the weapon, I have to give it a 5, as it is only really effective half of the time.

Score: 
Versitility: 5 out of 10
Imperium: 8 out of 10
Xenos: 5 out of 10

The Missile Launcher

By far the cheapest upgrade in the marine codex for their devi's to take, the missile launcher.  This is an all around beat stick, and comes with two separate charges to punch though both enemy armour, and eviscerate enemy infantry.  What makes it better, is that you get to choose which one you fire each turn of the game rather than this is what this missile has, and I get nothing else.  So lets take a look at it's different uses.  First is most obvious, light mech anti-tank.  this baby packs a punch at S8, and can knock out most Rhinos before they ever get to move.  Also it has just the same effect on a wave serpent, or falcon.  these babies are just made for this purpose.  And for not much more than that.  I mean wow, it can kill out almost any light tank, and most importantly, it can also kick out some of the heavier stuff.  It can pin everything but the Land Raider, and the monolith from Codex: Necrons (I do believe).  The bang for your points with this guy is amazing, and shouldn't be taken lightly.  I recommend trying out a unit of them.  see how well they fair.  You will be impressed.

Scores
Versitility: 9 out of 10
Imperium: 8 out of 10
Xenos: 8 out of 10

The Lascannon

Okay so now on to my Favorite of the Space Marine Devastator layout is the Lascannon.  Now this is my favorite for the look, not Necessarily for the ability to do it's job.  There just are not enough of them to make them go.  At a devistating S9, this will scare most anything into thinking twice about coming in range.  But wait there is more.  The range on this monster is 48".  Making it the longest Dev Marine loadout weapon, and at AP2, it is the second hardest punch.  I will have to say, that my Long fangs love these.  As I can place 5 of them in a squad, and then there is the ability to fire at a second target.  Which doesn't help me hate them any more.  If you have not tried to throw a ton of lascannons at a target give it a try, I think that you will love it as much as I do.  However being unbiased as I should be in this case, it gets a 7 for the ability to do everything that it needs to do.

Versitility: 7 out of 10
Imperium: 7 out of 10
Xenos: 6 out of 10

Well that is all for the first of the Space Marines weapons handed over to their marines.  Check back next time for the rest of them, and then it is off to Xenos.

Until then, May your dice roll high, and not fail leadership.

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