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What is difference between devastator and tactical marine?

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What is the difference between a mini for a devastator marine and a tactical marine? Aside the squad number.
As far as I see I can basically can take 5 tactical marines with bolters and claim it to be a devastator squad to get a Demi-Company or Gladius Strike Force. Or I can take a devastator with a lazcannon and use it in a 10 men tactical marine squad as heavy weapons guy.

Or am I overlooking something? That has a lot of impact on how I assemble my minis, because it could give me a lot of leeway to determine point costs.
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>>50958023
>Or am I overlooking something?
there's unit markings and (depending on the chapter) variant colour schemes, but mechanically speaking you're not overlooking anything
>>
Sure you could take devs with bolters, but seems like a waste. Look at top tier netlists, tip: they have devastators with 2 grav cannons in a rhino.

Lorewise, in many chapters you have to go through several roles before you become a tactical marine: scout, devastator, assault marine, etc. Tactical marines are the experienced dudes who have already been devastators and so on.
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>>50958023
The only real difference between Tacticals and Devastators is the Devastators can take more heavy weapons options and don't count as Troop choices, IIRC the sergeant also gets some specific wargear that normal Tacticals can't take.

So yes, you can just make a Dev squad out of 5 Tacticals.
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>>50958023
>that feeling when no OP Devastator-Assault marine hybrid
It'd be the best combination ever - why outfit a dude with powered armor with a fusion reactor strapped in the back if you won't make him a heavy weapons platform? The jetpack would help him get where the firepower is needed most and basically make him a cheaper, better Tau battlesuit.
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>>50958113
I get the feeling it's some sort of codex astartes rule to prevent super duper awesome marines that wreck everything else. Generally the codex was put into place so chapters wouldn't be as strong as the legions.
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>>50958113

Currently Assaults can get flame throwers
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>>50958052
I agree, it seems like waste. THis controlling point costs to have more flexibility with my armies. If I take a 5 or 10 man devastator squad with plasma cannons I'm at 130 points or even 275 points, and that is without transport. That crowds out other units like flyers or librarians. I was planning to assemble a bunch of heavy weapons guys, 5 lazcannon, 5 plasma cannon, 5 missile launcher and then use them as devastators and/or heavy weapons guys. (No grav guys because they are forbidden by house rules for fluff reasons). Then I can go for a cheap Gladius or a expensive Demi-company, or a cheap Demi with expensive auxialiaries.
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>>50958286
> (No grav guys because they are forbidden by house rules for fluff reasons)

no fun allowed eh. if a there's a house that bans my army from taking what the rules allow, that sounds like a house that I don't want to be in.

of course there is a difference between taking a few grav cannons on devastators and a spammy white scars gravbike list.
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>>50958113
>Wanted LotD tri-melta squads
>Didn't like the bone and fire shit
>Converted Multimeltas with a Psilencer with a Melta barrel
>Slapped all the melta onto a couple assault squads
>Storm shields on Bolter dudes to represent 3+ saves

I fluffed it as the unit deep striking into battle with their jetpacks but having to slog it manually because of all the copious wargear and having used up most of their fuel for the precision landing.
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>>50958326
It's a bit of a mixed bag. There is a TT club I recently joined, and they are together for a decade now. They created a bunch of house rules to make the game fluffier. For example, a marine can take the specialist weapon of a fallen comrade. Or they have enhanced jumping, making the game faster. There are quite a few things I like, and the gaming is about having fun in nice atmosphere. Also this means we don't have to buy new minis because GW changes rules. And I still can ask to play according to 7th edition rules if I want to.
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>>50958405
well if you really like fluff, taking bolter devastators aint very fluffy. their whole spiel is that they're noob space marines who sit in the back with heavy weaponry and give the tacticals heavy weapon support from afar.
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>>50958113
Because Jump Packs don't give relentless. The marines would launch into position before standing around uselessly for 30 seconds loading or lining up their shot

Space Marines do have attack bikes rapid quick heavy weapons on the go, but they have really disappointingly limited options. Regular bikes with grav guns are crazy strong admittedly, so maybe don't give them grav cannons, but attack bikes with Plasma Cannons or assault cannons would be amazing
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>>50958473

Unless you're playing Blood Angels, who apparently aren't supposed to take heavy weapons on their ground troops.
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>>50958113
But it already exists. It's called 'scat-bike' among your kin, mon-keigh, and you will never get anything like it if Phil Kelly has anything to say about it.

See how he gutted you newest book for one, Bucket Watch or something, these guys would be actually threatening to Eldar if they got demi-company equivalent but thankfully Kelly made all of their formations shit :>
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>>50958113
Kind of funny considering where Space Marines come from.
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>>50958473
Aren't the heavy weapons devastators veterans though? Noobs are the ones with bolters, who only rarely get into fights so actually have time to observe how vets around them do things and learn...
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>>50958473
I like having fluffy army, but what I use on the table depends on what is useful or fun. It's just the house rules by the ancient players that are more fluffy.
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>>50958763
Yes, that is correct, I looked it up in the codex. They first get a bolter, then are allowed to play with heavier weapons if they have proven themselves.
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>>50958362
Alternatively, you could just fluff it as the jump packs are powerful enough to brace their landing, but not powerful enough for them to lift off any meaningful amount because of all the weight.
Thread posts: 20
Thread images: 3


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