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Tyrrell

Devistators don't requisition the big gun

42 posts in this topic

Well, Devs are designed to chew through Hordes. It's their main job. And Hordes are meant to be a threat, but all too often they bog the session down. Nice when someone can annihilate them quick. :P

Lynata and RogalDorn01 like this

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Remember, every player is a marine first and their specialty second.  They've all had training in all astartes weapons.

I think what you're seeing here is the flaw in the requisition rules.  The dev can keep his HB and the team can buy a lascannon at full price. 

Or

The dev can buy the lascannon at full price and lose the HB.

 

Its really weird that RaW don't have some sort of trade up rule for requisition when replacing your starting gear with higher reputation gear

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This has bothered me in the past. It seems weird that you could requisition the las and then not be able to pass the horde-chewing dakka off to the tacmarine. From that perspective, it seems better to load special loads, HB-boosting mods, defensive gear and grenades galore rather than respeccing from high-RoF damage dealing to one-shot sniping.

 

Interestingly, the Devs ability to spec in BS-related abilities means that he is also ideal for the scout-sniper role if you give him a Camocloak and a stummer. You could sacrifice the HB in favor of a stalker to maximize that role, but then you're no longer doing the part of the Dev- some GMs won't let you haul an HB and a Stalker at the same time, and in any event you're forced to split your potential in requisition terms.

 

This kind of annoys me, I won't lie.

Edited by Annaamarth

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 in any event you're forced to split your potential in requisition terms.

 

I was with you til this. With some of the real high-Req missions (home-brew or modules), you can quickly run out of useful gear, and then just hope you can use Inquisitorial assets.

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 in any event you're forced to split your potential in requisition terms.

 

I was with you til this. With some of the real high-Req missions (home-brew or modules), you can quickly run out of useful gear, and then just hope you can use Inquisitorial assets.

 

 

How much req are you getting?  Heavy weapons are around 30 a piece.  60-70 if you're going master crafted.  Add in some special ammo or demolitions and you're easily breaking 100.

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I don't usually think about craftsmanship. That's probably a contributor to it. Don't really find it super worthwhile for non-melee weapons now that I look at it again.

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 in any event you're forced to split your potential in requisition terms.

 

I was with you til this. With some of the real high-Req missions (home-brew or modules), you can quickly run out of useful gear, and then just hope you can use Inquisitorial assets.

 

By the time you get to that point, your renown should be high enough that you can discuss req'ing a Relic HB to go with all of the HB-geared talents you have.

 

But if you have that much req to throw around, the extra req from your 'free' gear becomes a non-issue anyway, thus rendering most of this line of conversation inapplicable. HBs and plasma pistols for everyone!

 

Craftsmanship on high-RoF weapons is a pretty sweet deal.  +2 damage per hit, and never jam?  Yes, please.  This is another way to sink plenty of Req.

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PS I am not sure who could and would not permit a librarian to field a Heavy Bolter...

 

I've allowed it, but we didn't have a dev and our librarian was focused more on support than battle. (Avenger being the only combat psy power he had before rank 5)

 

Any way back to the op's question. In most games I've played the tac marine uses the missile launcher while the devastator keeps his H. Bolter or other heavy weapon.

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In last weekends session, the Dev kept the HB and the Techmarine fielded a MM. It's a terrible combo and a reminder to look at a kill-team not as a RPG party but as a small army.

 

Alex

Kshatriya likes this

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Oh wow an apothecary with a heavy bolter: so you are the Heavy AND the Medic?

 

I have absolutly no problem with a tactical marine taking a (requisituioned) heavy weapon.

While we are on the subject of marines having stuff they don't normally have in the miniatures game:

Is it ok if it is mentioned in the background/ novels? Because there is one killteam novel in wich a Mantis warrior space marine with a jump pack rides a space marine bike, rams it into a tyranid monster and uses his jump pack to get clear.

 

For that matter, can a space marine dual wield basic weapons? like say two melta guns?

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While we are on the subject of marines having stuff they don't normally have in the miniatures game:

Is it ok if it is mentioned in the background/ novels?

 

That depends entirely on your group. Novels regularly portray Space Marines (and other stuff) differently than the original source material. This game, too, directly contradicts several aspects of GW's original Deathwatch fluff. So it really depends on how closely you as a group want to stick to which source. Just make sure that you are all on common ground! :)

 

Dual-wielding meltas is certainly possible by the game's rules. Personally, I would consider it un-Marinelike and a bit OP, but in the end it is your game!

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As a GM I would probably grumble a bit about cheese but don't actually think this is hugely overpowered, more a little out of character. 

 

However at the end of the day KIll Teams are unorthodox, if they come up against a situation where it makes sense fot the Librarian to wield the Multi-Melta then it is what it is.

 

As for dual wielding weapons, one of my marines regularly dual wields a flamer and a bolt gun, it is pretty powerful but again this is a KIll Team without much more by way of support.

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Yep, the rules firmly support dual wielding basic weapons, but with anything other than than fully automatic weapons this isn't actually that big of a deal- in almost all situations, firing two weapons on single shot, regardless of their "power" compared to the almighty bolter, will simply get them closer to the damage they would have done had they stuck with a plain old bolter, much less a storm bolter.  What should be noted, though, is that per the rules for dual wielding and full auto fire, though a space marine could walk into battle with two fully auto weapons, they can only fire one weapon on full or semi auto fire.  The other weapon gets a single shot, no more.  This is *exceedingly* important to balance, and ignoring it makes dual wielding storm bolters insanely OP.

 

On the topic of OP dual wielding choices, dual flamers is perhaps a bit OP / cheesy as well, but in my opinion, that's countered by the imagery, and the sheer amount of *awesome* such a choice provides.

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Oh wow an apothecary with a heavy bolter: so you are the Heavy AND the Medic?

Pffft.

 

In the end my Dark Angel Apothecary with his Plasma Cannon was quite impressive. As soon as I could I was requisitioning Plasma Weapons.

 

**** I would have liked that game to continue so I could have been using this combination.

Apothecary+Front.jpg

 

Dark Angels love Plasma weapons. ;)

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On the topic of OP dual wielding choices, dual flamers is perhaps a bit OP / cheesy as well, but in my opinion, that's countered by the imagery, and the sheer amount of *awesome* such a choice provides.

 

Now i'm thinking of a space marine going all "nemesis" and wielding a rocket launcher and an assault canon.

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On the topic of OP dual wielding choices, dual flamers is perhaps a bit OP / cheesy as well, but in my opinion, that's countered by the imagery, and the sheer amount of *awesome* such a choice provides.

 

Now i'm thinking of a space marine going all "nemesis" and wielding a rocket launcher and an assault canon.

 

 

My players have tried to convince me that a marine can wield/carry a lascannon and a missile launcher. 

 

How I laughed. 

Edited by Visitor Q

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