News: No news is good news...

Login  |  Register

 

Search |

Edit | Delete |

Destroyer Themed Army [Broken HTML]

Submitted By: Date: June 3, 2006, 04:44:36 PM Views: 2876
Summary: I’m planning on making a Destroyer based army, so I figured I’d write up this guide, more for myself than anything. Unit Choices: For the HQ in an army based almost solely on Destroyers, there are few options. First off, you can’t take a C’tan, they would be slow and the last thing you want to do is cut down your army with such an expensive unit. So, what is left is a Lord. To keep things fluffy the Lord should always be on a Destroyer Body, cutting down a decent bit of your wargear options. Then you can take a Resurrection Orb, it can be highly useful, at least, if your Destroyers wind up in combat, and you can also have your Lord hovering around your Warriors to keep from getting Phased so easily. It is not a must, but it will keep you alive longer, and looks cool on the model.

 From here, it’s all about preference. You have a high enough save in the first place to not really need a Phase Shifter, however, if your enemy has quite a bit of high AP guns, then you may want the Shifter. I’d take a Phylactery, if you’re lucky after your Lord dies you can have him get right back up as strong as he was in the beginning of the game. However, it’s a choice between the Phylactery or the Shifter, so you really need to know who you’re fighting, but in a tournament, it would be best to take a Shifter. As for your actual weapon, you can only take one of two things. The Warscythe has the added ability of a high powered punch, however it comes at a cost, and you aren’t going to find many opponents with that invulnerable save, and tanks can be taken care of by a squad or two of Destroyer shooting in a turn. And if you do wind up in combat with a unit with an Invulnerable save, you're probubly already dead since it will most likeley have atleast 3 wounds, and probubly hit you back with around 7 hit (darn Slaanesh). Then you have the Staff of light, it gives you what you really need, a power weapon. If you are assaulted it will cut through your enemies with ease. And remember that the gun on the Staff of light should never be used; you should never allow yourself to be that close to an enemy unit in your own turn. If you do get that close, you could have easily just thrown the game for yourself. Remember your main weapons are guns and your ability to stay away from the enemy.</p>

<p class="body">So, my Lord kit would have to be a Destroyer Lord with a Staff of Light, Phylactery or Phase Shifter, and a Resurrection Orb. It’s not that expensive and can still take out a decent bit. Remember, this is all choice; you can even take a Lord on foot if you want. It wouldn’t be that fluffy to do so, but you can.</p>

<p class="body">Then you have Elites. Well, you have three choices, two of which are overpriced, two of which have pretty decent guns, and two that are combat oriented. First of all you have Pariahs, the worst move you could ever make would be to take these little babies. Don’t take Pariahs, they can be good, but since you have so few models as is, and since they are expensive and not Necrons, they are a waste, they will only hurt you in the end. Then you have Immortals. They have their uses, are Necrons, and can shoot stuff. But, they’re slow and it would probably take to long to get close enough to your enemy in order to shoot. Costing nearly twice the cost of Warriors, I for one would rather take more Warriors. Then you have Flayed Ones, this being my favourite. They are assault units and don’t cost that many points at all, they have good special rules and are Necrons. Although they are slow, your army is already low on combat choices, and they can cheaply fill this void. Always Infiltrate them (if you can), or Deep Strike them (preferably somewhere they won't get shot at to much) this way you get to combat much faster and so that they do not get whittled away by shooting. But, Elites are the last section of your army you want to start working on. Build up your Destroyers first.<p/>

<p class="body">Troops and Fast Attack are a no-brainer. Take the minimal number of Warriors you can, and if you have any number of points left over, get more Warriors (unless you can get Destroyers). And for Fast Attack, Destroyers, take the maximum number of units that you can. Don’t fill units up beyond 3 models until you have 3 units of them (at least try your best, 2 units of 4 is fine as long as that is all you can fit), more targets for your enemy to be shooting at is best, if all your models are thrown into one unit then it will be much easier to take out. But remember, if one model dies you’ll be taking a test for Morale, so don’t let them die.</p>




{mospagebreak}
<p class="heading">Key Rule Number One:</p><p class="body"> More targets mean your enemy will be taking out fewer models. So keep things in as many units as you can get them.</p>

<p class="body">Heavy Support consists of 2 choices that you should take. Don’t ever take a Monolith, they take up way to many points and take away models from you, they are bad. Tomb Spyders are not that bad, however, if you do take Tomb Spyders keep them scattered so that their ability to help WBB rolls can be used to its best benefit. They are slow moving and can’t keep up with everything else, so try and cover as much area as you can, and remember to always keep them far enough away from table edges so that their circle of resurrection doesn’t go off the table. Or you could, alternatively, use Tomb Spyders for assault. They are quite powerful (being Monstrous and all) and can even make Terminators wet themselves. So, it's really up to you on that one. But I would suggest taking no more than one squad of them, ever, because they take away from Heavy Destroyers (and if you take them, you need more than one squad). Out of all your options of Heavy Support the Heavy Destroyer is the best. Take a few in your army for ridding you of models with high saves, high strength, or tanks. All of your Gauss weapons can take out a tank, but it’s not that high of a chance of it happening, so for a better ability to take out tanks use a Heavy Destroyer. But, don’t take to many of them because it’s best to have more regular Destroyers. Remember that only having one shot from a Heavy Destroyer is bad, they will only hit 2/3 of the time but from there they are almost sure to wipe out a model.</p>


<p class="heading">Tactics:</p>

<p class="body">Remember to always keep a squad or so of Warriors hidden so that your enemy can’t force you to Phase out. However, if you have enough Destroyers in your army (including the Lord and Heavies) to go at least one model over the number needed for Phase Out, then you don’t need to hide your Warriors.</p>

<p class="body">If your enemy can Instantly Kill you (if you ever see a Rail-gun or a Demolisher Cannon) keep your Destroyers close together with your Lord, so that they can always have their WBB roll. Try and destroy that weapon first, and when the threat/s is/are gone, you can take a breath and start moving things away from one another. Oh, but remember, if your enemy has Ordnance, don't keep them bunched together in one big cluster to be shot at. Keep them within Orb range but just barely (it's a whole 6" in radius, you only need to have one model from each unit in the radius, so just keep one of the models on the edge of the unit close enough to utilize the Orb, that would keep your enemy from laughing so much at you).</p>

<p class="body">If your enemy has nothing, or you have destroyed everything, that can Instantly Kill your Destroyers, start separating your units. When fighting against harder units with higher saves, dispatch 2 units of Destroyers, otherwise only one is needed (and in most cases). One sixth of your shots that hit will be able to take out a wound on nearly any (even godly) model out there, unless it’s lucky enough to have an invulnerable save, or better than your AP. Keeping them separate may not seam all the wise, however, remember that most armies will run away when you take out half their squad with one unit in one shooting phase. It’s quite nice. So, you really don’t need to worry about taking out full squads, just cut as much down to half strength as you can, then work from there.</p>

<p class="body">If you have Flayed Ones, pop them onto the field and then assault the nearest unit (Infiltrate them, of course). They can even be used to hold up units with characters or units that have a speed advantage and are able to catch your Destroyers. And any units of Warriors you have beyond your Phase Out point, use them to go out and shoot at things, because Necron weapons can take out nearly anything; tanks, high toughness units, anything really.</p>

<p class="heading">Key Rule Number Two:</p> <p class="body">Know your opponent. Not necessarily them, but know all the armies. You have to know what units to take out when. But the best advice is; kill anything fast, and take out the transports first. Then, take out anything that can shoot back at you from a decent way away. After those are taken care of either try and make the meat of the army run away, or pummel the hard points of the army (Terminators and such).</p>

<p class="body">And also a Lord with a Veil and 10 Immortals can work well, see Tyfight's Additions for details.</p>





{mospagebreak}
<p class="heading">Tyfight18's Additions:
<p class="sunheader">Turbo-Boost:</p> <p class="body"> 4th edition really helped out Destroyer armies with the new jetbike rules (which Destroyers follow).  Among these is that jetbikes now have the ability to turbo-boost.  Turbo-boost enables Destroyers to move up to 24", but in doing so they sacrifice their ability to shoot that turn.  Turbo-boost can be immensely useful, enabling your Destroyers to get away from a fast enemy that is approaching.  Close combat is the last place you want your Destroyers, and there are many occasions when it is better to turbo-boost away from that winged Hive Tyrant than to shoot that turn.  Turbo-boost essentially makes it possible for you to guarantee that your Destroyers will never see combat and enables them to live a lot longer.  Turbo-boost also gives you the tremendous advantage of being able to move 24" to take an objective or table quarter in the last turn of a game.  I've won several games just because my opponent forgot about the turbo-boost move and was surprised when my Destroyer squads moved 24" to capture table quarters or the objective, winning me the game.  Just keep the turbo-boost option in the back of your mind and use it when necessary or when the enemy least expects it.  It is almost always better to have your Destroyers shoot in any given turn, but there are times when turbo-boosting is helpful and/or necessary.</p>

<p class="body">About the 10 Immortals w/ Lord and Veil of Darkness:  There seem to be some misconceptions about this unit.  You would only want to use this type of unit in a higher points game, where you already have maxed-out Destroyers and have a Destroyer Lord.  These games are usually only 1800+ points.  This unit is shooty and fast, just like the Destroyers.  Immortals also have the exact same stats as Destroyers, (especially that T5).  In my opinion, they compliment each other well.  This unit gives you the ability to flank an enemy (with this unit and maxed out squads of Destroyers, it is actually possible to SURROUND an enemy), hit enemy tanks that are hiding or out of sight of your Destroyers, and teleport on the last turn to capture that crucial table quarter or objective.  The squad IS more expensive than an maxed out unit of Destroyers.   However, it will NOT bring your Necron count down significantly because all the units involved are Necrons.  As archonofdeath said, always keep these guys out of assault range.  Try deepstriking them around 17-18" away from the enemy and hope that they don't scatter out of range (remember, the average scatter distance is 7").  If played right, this unit WILL make back it points, but remember to always take maxed out squads of Destroyers first.</p>

<p class="subheader">Heavy Destroyers:</p> <p class="body"> Everything archonofdeath said about these guys is true.  I just want to emphasize that these guys are better suited towards taking out those guys with that annoyingly high armor save (Terminators, Broadsides) that would otherwise deflect 5/6ths of your shots or those multi-wound HQ units that the Strength 9 can instantly kill.  You are otherwise going to have a really hard time with these guys, so you might as well use that AP 2 where it can be most effective. Really, for vehicles, Destroyers and Warriors can do it just as well, if not better.  If you need proof of this, look at Battlefield's stats, which are linked to in an earlier post.  Heavy Destroyer's downsides are that they only get one shot apiece, they are very expensive, and that you enemy is usually gunning for them.  Still, they are necessary and I recommend taking them in the numbers that archonofdeath suggests.</p>

<p class="heading">Basic Army Lists:</p>
<p class="body">1000 Point List:

Lord with Staff of Light, Destroyer Body, Resurrection Orb, Phylactery

2 units of 10 Warriors

3 units of 3 Destroyers
</p>

<p class="body">30 Necrons, Phase Out at 7. You won't have to worry about being Phased Out by your Warriors being destroyed, because you have 2 more Destroyers than need to be killed for Phase out. And you'll be able to take out 15 models per turn (with just the Destroyers), and that's 10 Space Marines. Enough to attack 3 units and cause them all to run away with their tails between their legs.</p>

<p class="body">1500 Point List:

Lord with Staff of Light, Destroyer Body, Resurrection Orb, Phase Shifter

2 units of 11 Warriors

3 units of 5 Destroyers

2 units of 1 Heavy Destroyer
</p>

<p class="body">42 Necrons, Phase out at 10.
</p>

<p class="body">That's enough to take out 25 strength 4 models a turn with just the Destroyers (if Space Marines then 16 and 2/3 deaths per turn), and you don't have to hide your Warriors because you have enough basic Destroyers to keep you out of Phase Out. In almost all cases, you can easily take the enemy way down in only the first turn of shooting. At this point your enemy should have weapons strong enough to take out your Lord's armour save, so you really should be switching to a Phase Shifter instead of a Phylactery, but it is still based on choice.</p>

Rating: This article has not been rated yet.

Comments




Powered by EzPortal