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Destroyer Cadres... Worth it?


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Hey all,

 

Just wanted to get some opinions of Destroyers and how you all use them for the greatest effect. Mind you for now I've just got the basic legion rules until the IX legion gets the FW treatment so I'm not looking for other unique legion combos. In my mind I wanted to have a unit of 5 dudes to jump alongside my Moritat, but I'm not sure how to kit them out or where to use them for the greatest effect. Any advice would be greatly appreciated brothers and sisters! Thanks!

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Never played with them per se, but always wanted to. They really shine against MC units like AdMech.

 

I'd think ten with two rad launchers and 1 phosphex would do the trick. Stick them in a rhino and see where it goes lol. They're definitely a good counter assault unit and don't have to be worried about being charged at when hoppin out of a rhino. Jump packs are nice, but pricy and leave them vulnerable to small arms.

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Gear them to complement your moritat. If hes on foot, shove him and 5-7 in a land raider proteus and scout them up. Add a missile launcher for ap3 fleshbane shots.

 

If with jump packs, id run 10 with 2 missile launchers for maximum ablative wounds for the moritat and more missile shots.

 

Add phosphex bombs to taste.

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I LOVE to take units of 5 with a rad launcher and a phosphex grenade.

 

I usually deploy them in cover, and have them shoot enemy specialist units with the AP3 blast template from the launcher, they kill like 3-4 enemy models per turn, so they are pretty good at forcing leadership checks

 

And then, when a meany enemy unit comes to close, I stuff the phosphex grenade up their faces (kills like 3 terminators in one go) and then I shove some -1T up their faces as well

 

Keep the unit small, and... the most important part, keep them in cover at all costs! Theyre no good to you dead ;)

 

In my experience its a GREAT killy-shooty unit thats alot of fun, and can really mess with your enemy plans!

 

Hope it helps!

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Of you run them, a minimum unit is pretty useless. Run a full 10, you get the Rad Launchers which really make the rest of the group more useful, along with Phosphex Grenades. I equip mine with Jump Packs and send them in second or third wave, that way there's more threats in your enemy's face so they have a better chance of survival. My Moritat is currently armed with dual Plasma Pistols (as everyone else was), but after the nerf he'll probably be given Volkite Serpentas instead. Give him Artificer Armor, a Jump Pack, Saber, and Refractor Field... Not cheap (definitely not cheap) but very effective.

 

Edit: You could also throw a Master of Signal on with the Destroyers for the BS boost. It won't affect the Moritat, however.

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As i have already postet at the Death Guard tactica, i use ten of them. Equipped with jump packs, meltabombs and launchers, they are really a hard hitting unit, especially against a tank-heavy opponent.

 

Also don't forget the rad grenades in assault. No one likes -1 on toughness. ;)

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Raven guard get good mileage out of them. Infiltrate them with 10 dudes, 2 launchers and melta bombs with a moritat with cameleoline and dual serpentas. Makes great fun of killing anything!
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Also give your sergeant a power maul! Instagib any T4 model due to rad grenades and STR6!

I think it actually specifically states that the -1T penalty doesn't count towards their instant death thresh hold unfortunately. Does anyone know if consecutive rad missile hits stack the -1T or is it only -1T ever, no matter how many wounds a model suffers from it.

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Also give your sergeant a power maul! Instagib any T4 model due to rad grenades and STR6!

I think it actually specifically states that the -1T penalty doesn't count towards their instant death thresh hold unfortunately. Does anyone know if consecutive rad missile hits stack the -1T or is it only -1T ever, no matter how many wounds a model suffers from it.

 

Actually it specifies the opposite; that it does affect the thresh hold.

 

The wording for the rad missile is poor: "a model that suffers one or more unsaved wounds...and survives has its Toughness value reduced by 1 for the rest of the game". To me at least this reads that you can only ever reduce the T by 1, some people on here do it every phase

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Hmm I've been thinking to add some destroyers to my night lords. They are pretty fluffy and since I'm going to be playing against mechanicum a lot they'll be extremely useful. I'm thinking 10 with mortitat in big games and jump packs to keep up with the rest of my force.

 

I'm looking at the crusade book and I don't see the effects of their missle and rad-phage, could anyone Give me the page number that their located?

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Wow that's awesome with Rad grenades then. Also yeah the way I read it I thought it was not ever a -1 penalty to toughness for the rad missiles. The part "... Or more." Seems to imply that it doesn't matter how many rad missile wounds they suffer, they only get a -1.
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I could've sworn it didn't, but having just double checked I realize it does and my own mind was tricking me. Oh man am I gonna have some fun with that.
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I could've sworn it didn't, but having just double checked I realize it does and my own mind was tricking me. Oh man am I gonna have some fun with that.

Its even more fun if you play death guard, "Oh I'm sorry your carnifex is T 3, I wound you on 3's and instant death you STR 8"

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