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Destroyer Squads - which Legions used them?


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#51
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If they made Destroyers Bolt Pistols Assault 2, each, it might make them more worthwhile. 4 Shots at 12" each and can still charge means each marine has the firepower of 2 Rapid Fire Tac Marines.

 

Sure, its a bucket of dice with 10 Destroyers (40 shots) but its close range and you sacrifice an Elites slot for it (32 shots if you take 2 Rad Missile Launchers) while it also remaining Bolt Weapons.

 

Make the Phosphex Bombs on the Sarge 5pts each instead of the double it is now or keep the same cost and boost the range a bit.

 

For Specials either have the Marines be able to swap both pistols (2 Plasma/Flamer/Inferno; 4 total in 10 man squads) and/or make the radmissile launcher Heavy 2 (Assault 2 with Suspensor Web).

 

Some cost adjustments here and there and they might be more worth it like this.

 

I have 20 Destroyers and it kills me that I have no reason to ever use them outside of games we're playing for giggles or special scenarios.


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#52
bluntblade

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Drop their point cost to 100, every additional dude 15p instead of 20 and Jump Packs +5p each.
BAMM
Great unit.
It could be so easy.

 
Unless your name is Kaedes Nex, Bolt Pistols are unimpressive in 30k with all the MEQs or better running around, and most other pistol types don't cut it either (especially not hand flamers if you're not playing Death Guard and thus give them Chem ammo). But at least I agree with your dropping their points costs and Jump Pack upgrade cost to bring them inline with the new cheapened Assault Squads.
 
The problem is still that vanilla Destroyers have too little teeth as they stand now, especially since Techmarines can bring more Rad Missiles in a squad and Phosphex artillery is more effective than the Phosphex bombs available to Destroyers. We're still waiting on the rules to match the Destroyer's fluff. 
 

TSons had them, it turns out

 
Were they psychic?

Nope. They were few in number, because often the TSons could just use their deadliest psykers instead.

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#53
b1soul

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Rad grenades in the limited fluff do not sound devastating enough to justify their reputation as terrifying legacies if Old Night...

Honestly, they sound like watered down neutron bombs: https://en.m.wikiped...ki/Neutron_bomb

#54
Gorgoff

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Drop their point cost to 100, every additional dude 15p instead of 20 and Jump Packs +5p each.BAMM
Great unit.
It could be so easy.

Unless your name is Kaedes Nex, Bolt Pistols are unimpressive in 30k with all the MEQs or better running around, and most other pistol types don't cut it either (especially not hand flamers if you're not playing Death Guard and thus give them Chem ammo). But at least I agree with your dropping their points costs and Jump Pack upgrade cost to bring them inline with the new cheapened Assault Squads.

The problem is still that vanilla Destroyers have too little teeth as they stand now, especially since Techmarines can bring more Rad Missiles in a squad and Phosphex artillery is more effective than the Phosphex bombs available to Destroyers. We're still waiting on the rules to match the Destroyer's fluff.
Phosphex bombs are S5 AP2 while Phosphex Carnisters are S4 and AP3. That's a huge difference.
And Destroyers got RAD grenades which would make them much better in CC then Assault Squads, IF they where cheaper. Not to meantion double pistols and Counter Attack.
Unfortunately they are way WAY to expensive.

Edited by Gorgoff, 17 October 2017 - 07:38 AM.

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#55
Mazryonh

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Phosphex bombs are S5 AP2 while Phosphex Carnisters are S4 and AP3. That's a huge difference.

And Destroyers got RAD grenades which would make them much better in CC then Assault Squads, IF they where cheaper. Not to meantion double pistols and Counter Attack.
Unfortunately they are way WAY to expensive.

 

Most of the time I'd rather get Phosphex canister rounds rather than Phosphex bombs (both are Poisoned and are very likely to wound). Phosphex bombs, compared to Phosphex artillery, are single-use and can only be thrown a very short distance. Also, unless you're playing Death Guard, Destroyers have no special immunity to Phosphex and are just as susceptible to it as most infantry targets (watch out for the Crawling Fire and Dangerous Terrain!). 

 

If Phosphex bombs are to be useful in Destroyer squads' hands, it might be interesting if there was a rule where Destroyers could trigger a Phosphex bomb as a suicide weapon, if they pass an Initiative or LD test as soon as they got wiped out by a hostile Sweeping Advance move, making them useful as "we're dead anyway, so let's take as many of the enemy as we can" anti-melee units. 

 

The fact remains that with regards to ranged firepower, Destroyers are still outclassed and very short-ranged, and other units can take more Rad missiles than Destroyers can. 

 

 

I have 20 Destroyers and it kills me that I have no reason to ever use them outside of games we're playing for giggles or special scenarios.

 

I feel you. They're nice models but are lacking in the rules department. I'm sure there are plenty of Dark Angels fans who want to built their very own Destroyer-centric Dreadwing force. 

 

 

 

 Were they psychic?

Nope. They were few in number, because often the TSons could just use their deadliest psykers instead.

 

Sounds like a missed opportunity to me. Psychic Destroyers might be able to do some very nasty things. 



#56
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We had a thread on this a while back called make destroyer squads good


The fact remains that FW still hasn't done much to make Destroyers worthwhile on the tabletop. If they wanted to sell more, wouldn't it be easy to just to give Destroyers better rules?
Drop their point cost to 100, every additional dude 15p instead of 20 and Jump Packs +5p each.
BAMM
Great unit.
It could be so easy.

 

 

Giving them an additional attack and giving the squad rad grenades would also work based on their current point cost.



#57
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Phosphex bombs on a sarge and rad grenades is a bit too little for "weaponry of the Old Night" in my opinion. First: artificer hardened armour for everyone (to represent armour modified to wihtstand radiation/whatever), second: more weapon choices (special flamers, special hand flamers, grenade launchers a'la grave wardens, some unique guns, mayby some cc). I like the idea of Phosphex boeing thrown into melee but I'd prefere it a'la breaching charge.

Edited by rendingon1+, 17 October 2017 - 09:51 PM.


#58
Kinstryfe

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I'm not a HH player, but have been a long time fan of the fluff (before the HH novels were a thing) and tend to model most of my stuff as such, and I'm having a hard time reconciling what this squad is versus what it's supposed to be. It seems that they're supposed to be the keepers of the most destructive and questionable weapons known to man. The stuff that you normally just don't use because it's so darn destructive and literally ruins the battlefield it's used on, pretty much forever. They talk about tactical nukes, ancient radiation and chemical weapons, but the models have fancy grenades and normal bolt pistols. This just doesn't seem right. It feels like they should be effectively Devastators on drugs, but they're instead mildly more annoying Assault Squads.

I picture Devastators with nuclear warheads for their missiles, microwave beams to boil swathes of the battlefield, virus bombs and caustic volatile chemicals that literally wipe out chunks of the battlefield. Molecular disintegrators, acid rains, poisoned gas, etc.

Am I taking it in wrong, or do they just seen to not be what they're supposed to be?
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