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The Marauder Destroyer (Worth it?)


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As the title sugests I am considering Purchasing and adding a Marauder Destroyer to my force.

As it can be taken by sisters I would be using it as an air superiority fighter and bomber, now I am working from memory at this moment as I am at work but this beauty comes with the following:

 

Marauder Destroyer:

3 Twin Linked Auto Cannons
Twin linked Assault Cannon
Twin Linked Heavy Bolter
6 Heavy Bombs
8 Missiles

 

 

However it is worth mentioning that the you do pay a little extra for the missiles but the missiles do add allot of first turn fire power and as it shoots like a super heavy it can fire all its weapons in the same turn and Split fire as well I believe.

 

Not too sure about the usefulness of the heavy bolter being top mounted it can never draw true LOS to anything or anyone.

 

As a super heavy it can also leave play at any point and return from any board edge, this can be removed even if it is in the middle of the board.

Has 3 structure points which means 9 hull points, and coming in from any board edge does allow me to do a back board edge bombing run on the foe at Strength 6 ap 4 (If I recall) and can drop as many bombs in one movement phase as it likes.

 

It does however have AV 12 but back I think IS AV 10 and it costs allot... ALLOT!

My concern is as well is how would it match up against other flyers and could I comfortably take them down?

 

If it works this flyer is great but the costs and risk worry me somewhat, especially when going up against other flyers is it really the best choice?

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I believe that vendettas will have a field day agains't something like that, considering that they appear in packs.

Not sure about flyrants or helldrakes. Drakes can hurt it but I wouldn't worry too much about that... What kind of fliers your local meta is using?

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Vendettas are not so common these days, ever since the points change i don't really see them.

I see allot more in the way of Talons, Fire Raptors and Ravens but against them I would feel decent.

5+ Jinks, 9 shots at me with rerolls, likely on front armour , as I come on where I like I normally bring on foes back board going horizontally so they can't zoom on and shoot me.

With my split fire as well for super heavies if I read it right should be able to put 6 Auto Cannon shots on one and split 8 Missiles between the other two or all missiles into one.

 

Suprsingly as it is so large it has complete flexability in deployment which is a huge advantage.

I am just worried about it being a ineffective point sink.

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I don't know where you found those rules, but I'm pretty sure they're wrong or outdated. Structure points don't exist any more for starters.

I think IA: Apocalypse 2013 is the latest version. In that it has AV 11/11/10, 9 HP, 3 heavy bomb clusters.

 

Its only special rule is Strafing Run, otherwise it works exactly like a super-heavy flyer in the 40k rulebook. The special rule allowing more than one bomb per run was removed.

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2 Structure points give 6 Hull Points, too used to saying that way is all, I'm aware it changed.

Also I am paraphrasing allot at the moment as I am writing this at work in between work and don't have the exact rules in front of me till later tonight.

 

As I said, I may of been off a little with the rules but I was working from memory on Imperial Armour Aeronautica so yeh.

Don' memorise the IA books like I do codex.

 

So I was off by 1 Structure point to bring up to 9 Hull Points and Bombs are off.

I'll update that in the first post.

 

Super Heavy Flyers are different to regular, thats why i said.

Straffing run I just always consult as BS 4 due to the BS +1 to hit. lol


6 hull points on an av 12 platform that cannot jink which has a huge shoot at me factor linked to it sounds... like a thing to include since the rule of cool?

 

 

As much as i like Rule of Cool I don't want it to be a lame duck.

Things can still be cool and work. ;)

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The top-mounted heavy bolter can target other fliers msn-wink.gif

Lucien's stats are closest to mine - Imperial Aeronautica, AV 11/11/10, 3 SP, 6 Heavy Bombs, Strafing Run.

It's a giant fragile monster that really needs escorts, but if you get it on after the enemy fliers it can do a pretty nasty AA job, especially if you can get most targets in its front arc - three twin-linked autocaons and eight Hellstrikes are nothing to be sniffed at.

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Updated again to reflect bombs as its from the same book I use.

 

Yeh but the heavy bolter could be so much more fun, Wonder if I could build a tilting feature into the base. ;)

 

 

Im just concerned over its Price tag thinking would a couple anti Air Turrets and a Knight do Better...

Also no serky Reserve rolls that way. ;)

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2 Structure points give 6 Hull Points, too used to saying that way is all, I'm aware it changed.

Also I am paraphrasing allot at the moment as I am writing this at work in between work and don't have the exact rules in front of me till later tonight.

As I said, I may of been off a little with the rules but I was working from memory on Imperial Armour Aeronautica so yeh.

Don' memorise the IA books like I do codex.

So I was off by 1 Structure point to bring up to 9 Hull Points and Bombs are off.

I'll update that in the first post.

Super Heavy Flyers are different to regular, thats why i said.

Straffing run I just always consult as BS 4 due to the BS +1 to hit. lol

laugh.png

Easy, tiger. I just meant don't base a £200 purchase on the wrong rules.

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As a super heavy it can also leave play at any point and return from any board edge, this can be removed even if it is in the middle of the board.

 

Where are these rules written? I've never seen them before.

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Unless they have changed the rule since the Last Apocalypse book and Aeronautica this is still the case.

 

The rule is: 

 

A Super Heavy Flyer may opt to Disengage instead of moving, and is removed from the table.

It may return in any following turn and is placed anywhere on the table.

If, at the end of the game, the super heavy flyer has disengaged but is not back on the table, it is not considered destroyed. 

 

 

 

So Lucien unless there has been an Errata I am unaware of which remove super heavy rules for super heavy flyers this is till the rule. 

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7th ed rulebook: Super-heavy Flyers are Flyers (pg84) that have the additional rules and exceptions given below...

Page 97 of the main rulebook lists exclusively the rules that apply to super-heavy flyers in this edition of wh40k.

There are no crossreferences to outside sources.

 

Things may be different if you are playing a game of apocalypse, but then again, they always were.

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7th ed rulebook: Super-heavy Flyers are Flyers (pg84) that have the additional rules and exceptions given below...

Page 97 of the main rulebook lists exclusively the rules that apply to super-heavy flyers in this edition of wh40k.

There are no crossreferences to outside sources.

 

Things may be different if you are playing a game of apocalypse, but then again, they always were.

 

So this begs the question, does it retain the use of its super heavy rules or not for any of is abilities or not?... Half the flyers cost is because of these rules, without them it is a horribly over priced points sink.

Well looks like I am saving myself £200, not spending that on a model I will never field... a Third of my army list bein useless does not appeal to me.

 

If not the flyer is useless as it has too many weapons which can no longer split fire and is limited to 4 on a craft that has 5 basic weapons not including bombs and missiles.

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Considering the amoutn of super heavy flyer rules it had it has still lost a great deal of advantages which still make it no worth its points cost.

I'll have to look at the rules and consider if it could ever be viable again.

 

I don't mind running none viable models but I'm not going to buy something so costly to collect dust...

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