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post #41 of 43 (permalink) Old 02-11-07, 02:39 PM Thread Starter
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Ah, but think about it. Normally your dev squads remain stationary because if you mve even one guy, you're giving up four heavy weapon shots. But if you've suddenly got a half dozen heavy weapon teams, it doesn't hurt you near as bad to move some of them now and then. You give up two heavy shots instead of four, it;s only slightly worse than moving a tactical squad.

This could actually be more mobile than a normla 3 dev list

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post #42 of 43 (permalink) Old 02-11-07, 03:01 PM
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It does make Dev's more appealing- but I've been put off Dev's for a long time now.

4th Ed is mobility and firepower, hence why Mech Tau and Eldar are in ascendance. And yes Obliterators and Predators can move and shoot (IW's) with decent weaponry so fall into the M&F too.

Dev's are static- on a 3rd Ed board with no terrain, they are nasty. Deploy, sit, choose target- roll dice.

On a 4th Ed board with proper terrain (25%+), the mobile firepower opponent is rarely dumb enough to sit in front of them- unless he intends to kill a full squad in his turn (by concentrating his firepower).

Being able to split into 2 5xman squads with 2 heavies- does alleviate this a bit. You can cover two areas rather than one, etc.

But also, the mobile firepower opponent will just move to see just one of these squads and only have to kill 5.
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post #43 of 43 (permalink) Old 02-11-07, 03:23 PM Thread Starter
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True, that's why combined arms is always the best approach. One or two dev squads backed by speeders and armor, allowing you to field more mobile tactical squads. I would expect to see at least one or two dev squads in most lists with this rule.

Too bad it;s not a general SM rule (yet) I'd like to see this with Honour Your Wargear. More dev squads, maybe infiltrating...could be nasty

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