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Horus Heresy Tactia: Legion Destroyer Squad Tactics


PensacolaWarhammer

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I've been off enjoying the holidays and getting some work done for an upcoming tournament. I've also been hard at work growing the blog behind the scenes with local people. However, I'm back and have posted the new tactica for the Horus Heresy. You can check out the full article at Pensacola Warhammer. Spoiler alert! I wasn't to fond of this unit, but you can read the whole reason behind it in the article.

 

As always, let me know what you think.

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destroyers are a good unit when combined with others, rad grenades mean that all 1st round combat is -1 t for their enemies, so use them in tandem with an assault squad. whack a moritat in them & every infantry model in the game needs to be carefull (again the assault squad is used as a deterant to any incoming charges
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@Lorenzen

 

No, I don't think they're bad, but they are expensive. Giving them Jump Packs makes it almost too expensive to take for any bonus. To make them somewhat cost effective, you have to strip them down doing nothing but 5 guys and Jump Packs, which is 525 points. That's a huge chunk of points. I could get 10 Terminators starting at 325 or a squadron of two Contemptor dreadnoughts for 350. All this is not taking into account of your suggestion of adding a Moritat to the squad which would be an additional 105 points not including weapon, and 250 points for the Assault Squad with no upgrades. You're looking at 880 points for "one" unit to work at peak level. My experience with Assault Squads have been rather lackluster, so this is a big sinking of points for a unit that, at least for me, has not performed that well.

 

Don't get me wrong. The Destroyer squads looks like a fun unit to play. As I said in the article, I imagine these guys to be like insurgents or guerellas. Jumping out and ambushing a squad before they retreat back into the maze of ruined buildings.

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You've not discussed one option, which is what I was considering, a 9-10man squad in a rhino.

 

I say 9-10 as it'll depend if you want to take the moritat, these guys head up the side, pile out and either grab an objective or hit the back field targets. Also have you taken into account the gunslinger rule?

 

Cheers

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@Lorenzen

 

Oh my gosh you're right about the Jump Packs! I'm going to have to go back and edit that. Warhammer the game of remembering and reading the fine print. Thanks for pointing that out it does change some things.

 

The Gunslinger rule is nice since you'll basically be "Rapid Firing" bolter rounds and still be able to assault.

 

The way you would use the Destroyer squad is wonderful, and something I would probably do. However, I just get a feeling these guys, like I've said, are more like insurgents or guerrillas. Ambushing units before running away, so that's how I would probably play them. Your strategy would probably be included in that ambush and running away, but for me, I would just pick off units that are separated from the main force or go after units that are hiding in cover or ruins.

 

I still don't think the unit is bad. Of course knowing that the jump packs are far cheaper, this unit has jump up a couple of notches. I just look at everything else in the Heresy army list and think I would much rather take something else. For me personally, a Space Marine Legion would be something that I would play for a campaign or Apoc. game, so I would probably go for a more themed approach.

 

Thanks for the discussion so far. I'll make sure to edit the article.

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the assault squad was an example mainly, i see destroyers as a supporting unit that can hold their own.

 

counter attack, 2 shots each & making enemies t3 means they can do nasty things if kitted properly.

 

on their own id roll with 10 men, 2 rad launchers, 1 phosphex bomb arti armour & a power weapon (sword most likely) in a rhino (though i think theyd excell in a drop pod army) and go bully infantry squads.

 

however! the moritat is just too good, so ditch a rad launcher, arm him with plasma & go to town! (if i was a douche id be talking biomancy librarians too..)

 

i think with the heresy stuff you need to consider the bigger picture and how things mesh with each other.

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I see Destroyers as a multi task unit, but they have to be specialised to the task.

 

Jump packs and melta bombs work well in larger squads, since you get a discount per model.

 

Hand flamers are okay, better if you have mortarion or World Burner.

 

They also have good synergy when charging with any other squad. Since rad grenades give the equivalent of furious charge to every unit charging the same target unit. If you can multicharge with them and hit several enemy units that you can also charge with other units then you are golden.

 

I would never splash out on more than 1, 2 at a push, Phosphex bombs. With a range of 6” you’re going to be very close to the enemy, and possible the closest model to take incoming fire and artificer armour only survives so much firepower

 

Builds

 

5 man

Rad missile

(phosphex bomb)

 

Long ranged support squad (with added phosphex for special occasions). Pick on any clumped enemy power armour unit that is in range, ensure the artificer armour isn’t going to soak the wounds

 

10 man

2 rad missiles

(phosphex bomb)

(Rhino)

 

Like the first version, apart from it has more bodies and a second launcher. Rhino gives some mobility and a hatch to fire two rad missiles from

Advantage cheaper than two five man.

Disadvantage has to focus fire on one unit.

 

10 man

Jump packs

Meltabombs

 

10 melta bombs will ruin almost any vehicle you come across. Jump packs give you mobility

 

Add special weapons to flavour

 

5 might be enough, but I am drawn in by the discount on large units, and they have more chance of getting some of them where they are needed

 

 

My build

5 man

Jump packs

Rad missile

2 Phosphex bombs

Artificer armour

Power sword

 

Reason: Nothing is cooler than an assault marine armed with a missile launcher.

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@spu00sed

 

I agree with your assessment that the Destroyer squad has to be specialized for a certain task. However, I totally agree with your personal build of Jump Packs and Missiles. I'm having flash backs to playing Halo with that build. This is the build I generally recommend. What's not to want or like about a missile launcher that can move and shoot.

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I have a nice variant of the small build that I have been running. Had good success with it 2 out of the 3 games I've played with the Legion.

 

5 Destroyers

Rad Laucher

2 Phosphex Bombs

Power Sword/Artificer Armor

 

1 Moritat

Plasma Pistols/Artificer Armor

 

 

Since the Moritat has Scout, he can allow the unit to Outflank. This has surprised my opponent every time. Flank in with 1 phospex bomb, 1 rad missle, 1 hand grenade, 4 bolt pistols, and the Moritat chain firing his Plasma :)

 

Then of course you cannot charge since you flanked, but whatever is left to charge back must contend with Overwatch, Counter Attack, and Rad grenades.

 

I've also thought about flanking them in a Rhino too, for added firepower. But I still can't decide whether to take the Heavy Bolter or Havok Launcher on it.

 

IMPORTANT NOTE: If you plan to use your Destroyers to charge and assault, you should just forget about the Moritat. As when he Chainfires, he and his unit can no longer charge.

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I mentioned the Moritat's Chain Fire in my overview of the Centurion. The way I saw it this rule was kind of counter productive. The Centurion and Destroyer squad are units that are designed for close combat, yet you have a rule that prevents them from getting into close combat.

 

I'm very intrigued by your use of the Moritat and Destroyer squad. I would recommend the Rhino. You get some extra weapons with your squad and a transport. Here's how I would run them with a Rhino (Double check me on some of this because I don't run Outflank or Scouts in any of my army). Outflank and Scout move in the Rhino taking care to position the Rhino where it can screen your guys from the rest of you opponents army. Dumb your men out and shoot what ever you want, and use the Rhino to either shoot the same squad your Destroyers shot at or something else. Next turn get back in the Rhino and repeat the whole thing again.

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using outflank allows you to be inside enemy lines early & in a position to take out key units like devies etc.

as you cant assault on the turn you do it chainfire is ideal as with a plasma pistol you can deal heavy damage to a unit with it without worrying about losing the option to assault.

 

add to this the units counter attack rule & rad grenades.. most enemies wont want to charge you as theyll be getting 3 attacks that are effectively +1 str back at them per model..

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I'm very intrigued by your use of the Moritat and Destroyer squad. I would recommend the Rhino. You get some extra weapons with your squad and a transport. Here's how I would run them with a Rhino (Double check me on some of this because I don't run Outflank or Scouts in any of my army). Outflank and Scout move in the Rhino taking care to position the Rhino where it can screen your guys from the rest of you opponents army. Dumb your men out and shoot what ever you want, and use the Rhino to either shoot the same squad your Destroyers shot at or something else. Next turn get back in the Rhino and repeat the whole thing again.

 

I hadn't considered really using the Rhino to screen my Destroyers, but I suppose the option is always there. Thanks for the tip. My plan was to be able to flank them deeper into the opponent's deployment zone. Since the Rhino will flank in 6 inches, then disembark up to 6 inches, you can really get to those juicy expensive vulnerable units.

 

Also I've decided next time to run an attached Apothecary with a Combi-Flamer. The Combi-Flamer can add damage to your surprise assault or hold onto it for a more devastating overwatch. Plus Feel no Pain will make them tougher and mitigate a little bit of bad luck when it comes to the Moritat and his plasma.

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if you are going to add anything to them.. add a librarian with divination.. it makes the moritat capable of killing 30 man squads with just his plasma pistol pretty much. (it may lose you friends though)

 

(just so we're clear, primaris power allows you to make a friendly units reroll all to hit dice.. so it takes a double one (2.5% chance) for the moritat to stop his chainfire with a plasma pistol) and you still have his bolt pistol to go as well.. so you're looking at 35 plasma shots (statistically) and 35 bolt pistol shots with one models guns ;)

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I would go with Lorenzen and take a Librarian with Divination. Allowing re-rolls is very nice. The other nice thing about Divination is that most of the powers are blessings, so there's no denying them. Also since they are not shooting attacks you can cast them and then shoot. Your apothecary cannot be equiped with a flamer, but you Librarian can be equipped with a combi weapon. If you level up the Librarian to level 2 or 3, you get some more pretty nice powers like re-rolling reserves, invulnerable saves, etc.

 

As for the Rhino, always keep the thought that a Rhino is moveable terrain. It can be used to block line of sight to your Destroyers as well as significantly increasing the distance for a charge since a unit would have to wrap around the tank. It also brings with it another heavy weapon or template with the squad.

 

The trouble with the Librarian is that he and the Moritat are HQ choices, so most standard games that feels all your HQ slots and put them conveniently close to your opponent.

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if you are going to add anything to them.. add a librarian with divination.. it makes the moritat capable of killing 30 man squads with just his plasma pistol pretty much. (it may lose you friends though)

 

(just so we're clear, primaris power allows you to make a friendly units reroll all to hit dice.. so it takes a double one (2.5% chance) for the moritat to stop his chainfire with a plasma pistol) and you still have his bolt pistol to go as well.. so you're looking at 35 plasma shots (statistically) and 35 bolt pistol shots with one models guns

 

Yes I have thought of this before, haha. Though as Pensacola points out in his post, I'm not going to run both my HQs in a glorified suicide unit. I'd much rather my Librarian be casting Prescience on my Tacticals, Seekers, Support, and Heavy Support Squads. Mastery level 3 can see him buff much more potential from my army :)

 

Though it would be fracking awesome to have the Moritat come in and just burn up a 20 man Tactical squad, haha. I have always wanted to have the Moritat chainfire down a Primarch. Hopefully someday he will :devil:

 

Your apothecary cannot be equiped with a flamer, but you Librarian can be equipped with a combi weapon. If you level up the Librarian to level 2 or 3, you get some more pretty nice powers like re-rolling reserves, invulnerable saves, etc.

 

Yes he can take a Combi-weapon of your choice. Check again, sir :P

 

As for the Rhino, always keep the thought that a Rhino is moveable terrain. It can be used to block line of sight to your Destroyers as well as significantly increasing the distance for a charge since a unit would have to wrap around the tank. It also brings with it another heavy weapon or template with the squad.

 

Yes, this is good advice. Something I don't take advantage of as much as I could. I will definitely run them flanking in a Rhino, with a Havok Launcher for more template madness Muahahaha!

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@UnKyHamHam

 

You are correct about the Apothocary. I haven't gotten to that unit, so just took a quick glance. I do that even with my army that I've been playing for a few years.

 

As for the Rhino trick, that has saved my units numerous times. I fail do understand the argument or thought that vechicles are out in 6th edition. The really nice thing about taking a Rhino with the Destroyer squad is that you can just do drive by shootings. As I mentioned above, roll the Rhino up, drop the Destroyer squad out, shoot the crap out of a squad, dare them to charge you, get back in your Rhino, and repeat.

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Its alright dude, I just wanted to set the record straight.

 

Yeah, I still believe vehicles very much have a place in 6th. Problem in my area, is too many Necrons players. Those gauss and glance rules are hard to get by. And my buddy and I have mixed the 30k Legions and 40k Armies somewhat for battles. So I have played against Necrons with Crusade Legion List. Rhinos can sometimes be a liability. But hey, I still think they are great :P

 

But on topic... Do you think the Apothecary is a good add-on to the Destroyers and Moritat? I'm really liking the thought of the Moritat, Apothecary, and 5 Destroyers flanking in. I think I will call them the Magnificent Seven. Kind of fits with all the dual pistols!

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This is the unit I was going to go with in my 1.5k list.

 

Moriat - Volkite Serpenta x 2 / Jump pack / Artificer armour / refractor field - 135

 

Destroyer Squad (x5) - Jump Packs / Phosphex bomb x3 / Plasma pistol - 270

 

I was thinking it was more of a support squad for my assault squad whose lead by a chaplain.

 

Any thoughts?

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currently the moritat can only take one weapon so its 1 serpenta or 1 plasma or a power weapon etc (and the plasma pistol is the best option)

 

if you want them as a bully squad for assault squads etc, then beef them up a little (reduces the cost of jump packs per man) and give the sargeant some form of beat stick rather than a gun.. (cant throw grenades and fire your guns anyway) and you may want to consider dropping the phosphex to 1 or 2, 3 turns of 6" shooting is highly unlikely, especially if theyre helping out in assaults.

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Why can it only have one weapon? It says it gets an additional bolt pistol, so that two pistols and both of those pistols could be exchanged?

 

My assault squad is fairly heavily equipped already it has a sergeant with a power fist and two power weapon armed marines and a chaplain is with them. I figured if I made the destroyer squad another melee squad then I might as well just get another assault squad and so maybe focusing on mid range shooting and the ability to jump into combat to lower the toughness, I will drop the bombs down to 1 or 2 though.

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@WoT

 

You cannot take an additional plasma pistol because the Moritat is an add on to the Legion Centurion. Think of it like this. You buy a Legion Centurion who has a bolt pistol and close combat weapon. He can replace his bolt pistol for a plasma pistol. You then buy the Moritat upgrade that comes with another bolt pistol, but the Moritat rules do not say you can replace the bolt pistol. Hope that helped.

 

As for your Assault squad, you already have a Legion Centurion with Chaplin upgrade in there. I personally would shy away from putting 2 HQ units in fast moving assault squads, so you could save points by dropping the Chaplin. Your sergeant with power fist is another place you could probably save some points and increase his effectiveness. A thing to remember is that a power fist is a Speicalists Weapon meaning that you lose the bonus for two close combat weapons. Also the power fist slows him to Intitative 1, which can be a big problem in challenges. My sergeant in regular power armor with a power sword will probably kill your sergeant before he even gets his attacks off. That is unless you put more points into him to give him artificer armor.

 

The question you need to ask is which squad is going to be getting into the thick of things: the assault squad or the destroyer squad.

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