disease Posted February 28, 2017 Share Posted February 28, 2017 I really want to see jump pack marines with 18'' fleshbane bolters / combi grenades Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4668800 Share on other sites More sharing options...
BLACK BLŒ FLY Posted February 28, 2017 Share Posted February 28, 2017 I used a Moritat with Destroyers this weekend versus Alpha Legion this weekend in a 3500 point game and they were so boss. They are great as is just a tad overcosted. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4668874 Share on other sites More sharing options...
IronDrake28 Posted February 28, 2017 Share Posted February 28, 2017 I used a Moritat with Destroyers this weekend versus Alpha Legion this weekend in a 3500 point game and they were so boss. They are great as is just a tad overcosted. Care to share an example? I still feel they just fall flat compared to other choices. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4668883 Share on other sites More sharing options...
BLACK BLŒ FLY Posted February 28, 2017 Share Posted February 28, 2017 They were all jump pack. Moritat had serpentinas. Rad grenades and phosphex bombs../ . Softened up a full squad of Gal Vorbak then my termies mopped them up. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4668887 Share on other sites More sharing options...
IronDrake28 Posted February 28, 2017 Share Posted February 28, 2017 They were all jump pack. Moritat had serpentinas. Rad grenades and phosphex bombs../ . Softened up a full squad of Gal Vorbak then my termies mopped them up. Fair, that's the way I figured I should use them in the future. :) Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4668891 Share on other sites More sharing options...
BLACK BLŒ FLY Posted February 28, 2017 Share Posted February 28, 2017 Sergeant had a power fist too and rolled well. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4668893 Share on other sites More sharing options...
Lord Blackwood Posted February 28, 2017 Share Posted February 28, 2017 Moritat w Jump Pack Refractor Field 2x Volkite Serpentas Artificer Armor 145 PointsDestroyer Squad min Sized with Jump Packs Artificer Armor and 2x Phosphex bombs on Sargent 255 Points Destroyer Squad max Sized with Jump Packs Artificer Armor and 2x Phosphex bombs on Sargent 355 Points Assuming not being an idiot and taking Missles 280 Points at 5 Destroyers + 145 = 425 405 Points at 10 Destroyers + 145 = 550 Destroyers Offensive output is minimum even when appropriately kitted with things that make them Effective They function as an Assault Squad with all the Fragility of an Assault squad without being a scoring unit they sacrifice hitting power in CC for hitting power at Range( Missles , which are in my opinon Mandatory ) Bolt Pistols on these guys are ... just that Bolt Pistols , they lack any real punch the bolt pistol guys at the moment act as extra wounds for your 1 in 5 missle guys and your moritat if you are running him. Mind you I omitted power weapons on the Sargents in my examples but if you are so inclined simply tack on 10 points in either case or 15 if using a fistDestroyers are over costed for what they bring outside of a 1 in 5 choice they are stupid expensive for a SUPPORT unit , which is what it seems they get used as more than anything they dont actually Destroy , the weaken / harry the enemies unit so an actual unit capable of fighting the enemy ace unit can do so. Int he elite slot there are much more attractive units which can not only do this job better but are more versitile in their application and means of delivery ( Combi Terminators in a Dreadclaw ) ( Terminators in a Phobos [which at the prices mentioned is comparable ] ) ( Veterans in a Rhino with Marksmen ) Destroyers need either their points adjusted to make them more attractive as a quick support unit OR They need their options changes / basic wargear improved in order to make them actually a threat. Realistically When I have played against Destroyers my reaction has been. Kay ill just charge them. " But they will drop your toughness!" Okay...but they will lose this combat , pretty bad with their str 4 ap - weapons my toughness is sort of irrelevant The Moritat outside of his chainfire is also somewhat bleh ,but thats a different topic for another day. One Day My Sons ... One Day You will be good ...and you will see your way off the Shelf Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4668904 Share on other sites More sharing options...
BLACK BLŒ FLY Posted March 1, 2017 Share Posted March 1, 2017 With the advent of Custodes they could become quite viable. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4669088 Share on other sites More sharing options...
Laughingman Posted March 1, 2017 Share Posted March 1, 2017 Bladewolf, of the ideas and weapons proposed what sounds most promising, without being overpowered? Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4669103 Share on other sites More sharing options...
helterskelter Posted March 1, 2017 Share Posted March 1, 2017 With the advent of Custodes they could become quite viable. The potential to reduce custodes to T3 should not be ignored. Using jump packs to keep away from the pointed sticks until you wound them with the rad missile launchers is also handy Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4669419 Share on other sites More sharing options...
disease Posted March 1, 2017 Share Posted March 1, 2017 I think it would be cool if they had dead man triggers. If they are slain in combat they blow up, releasing blasts NBC material all over their attackers. They could have a special rule which means that they are resistant or immune to the effects. A real suicide unit to charge custodes etc Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4669456 Share on other sites More sharing options...
Lord Blackwood Posted March 1, 2017 Share Posted March 1, 2017 I like the Idea of Missles becoming two per five and them gaining fleshbane maybe not rendingI also like the idea of the irad cleansers That and a slight points drop would make them very attractive I honestly think they would be better designed if more of them could do their job ... right now 2 in 5 destroyers have a worthwhile weapon , and thats just not cutting it for the price they costI also think jump packs are overpriced for them. The Idea of a deadman switch is both fluffy and interesting , I like it Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4669624 Share on other sites More sharing options...
Jarkaira Posted March 1, 2017 Share Posted March 1, 2017 Bolt Pistols on these guys are ... just that Bolt Pistols , they lack any real punch the bolt pistol guys at the moment act as extra wounds for One Day My Sons ... One Day You will be good ...and you will see your way off the Shelf I think I see a dust layer on top of them B)--- I guess their basic weapons should atleast be AP3 (or even AP2) on 6+ and force to re-roll armor (and maybe even invusaves as well as being ignores cover to make up the current cost. To justify the huge cost for jump pack upgrade I would make them have HoW with poisoned to indicate that they have some horrible mixture of fuel and various poisonous chemicals burning in their thrusters. Edit: Maybe even have them get stealth until start of their next turn if they don't move in the movement phase as the fumes from their jump packs become more dense. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4669638 Share on other sites More sharing options...
Slips Posted March 1, 2017 Share Posted March 1, 2017 I like the Idea of Missles becoming two per five and them gaining fleshbane maybe not rending I also like the idea of the irad cleansers That and a slight points drop would make them very attractive I honestly think they would be better designed if more of them could do their job ... right now 2 in 5 destroyers have a worthwhile weapon , and thats just not cutting it for the price they cost I also think jump packs are overpriced for them. The Idea of a deadman switch is both fluffy and interesting , I like it Radmissiles are already Fleshbane, iirc. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4669914 Share on other sites More sharing options...
Lord Blackwood Posted March 1, 2017 Share Posted March 1, 2017 I like the Idea of Missles becoming two per five and them gaining fleshbane maybe not rending I also like the idea of the irad cleansers That and a slight points drop would make them very attractive I honestly think they would be better designed if more of them could do their job ... right now 2 in 5 destroyers have a worthwhile weapon , and thats just not cutting it for the price they cost I also think jump packs are overpriced for them. The Idea of a deadman switch is both fluffy and interesting , I like it Radmissiles are already Fleshbane, iirc. Referring to their bolt pistols , to atleast give them ease of wounding with them. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4669946 Share on other sites More sharing options...
ninjasuperspy Posted March 8, 2017 Share Posted March 8, 2017 I really like the NBC option from earlier in the thread & the idea of Lucifex/Irad-Cleansers. I just dig weird wargear options a lot (Been considering a shift from the XXth to the Ist for just that reason) and something with more options for dark forbidden weapons would really punch up the theme of the unit. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4677612 Share on other sites More sharing options...
Xenith Posted March 8, 2017 Share Posted March 8, 2017 Just give them the gets hot ap3 round from C:SM for the pistols and the option for death guard chem flamers. No point increase. Also with gets hot. I think destroyers should have strong shooting, but all with gets hot. These are dead men walking after all. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4677703 Share on other sites More sharing options...
Brother Aiwass Posted March 8, 2017 Share Posted March 8, 2017 The flamer weapons with gets hot should have torrent as well. The DG are also dead men walking, and didn't get the gets hot rule :P Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4677758 Share on other sites More sharing options...
Xenith Posted March 9, 2017 Share Posted March 9, 2017 DG are immune to poison though right? Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4677910 Share on other sites More sharing options...
Slips Posted March 9, 2017 Share Posted March 9, 2017 DG are immune to poison though right? They get FNP 4+ vs poisoned and fleshbane. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4677919 Share on other sites More sharing options...
Laughingman Posted March 9, 2017 Share Posted March 9, 2017 More ideas from the Laughingman Agent M: Bio-alchemical weapon that eats through organics, deployed to horrifying effect by the techno barbarians of Ursh against the Emperors Armies during unification. Found a home in destroyer cadres as a defoliant and anti-personal weapon against carbon based life-forms. Was being phased out around the time of the HH but was found to be excellent at killing hordes of cultist deployed by the Word Bearers and Emperors Children. Rules ideas: upgrade to a regular flamer, can be torrent ( but gets hot!), Flesh-bane, multi-wound models that take unsaved wounds must take a toughness test or are removed from play. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4677981 Share on other sites More sharing options...
bluntblade Posted April 7, 2017 Share Posted April 7, 2017 Flesh-eaters are mentioned among the DG arsenal, so it'd be fluffy for sure. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4705928 Share on other sites More sharing options...
khorneguy Posted April 8, 2017 Share Posted April 8, 2017 A simple way to beef them up would be to let them take the specialised weapons like Rad Missiles 1 per 3, instead of 1 per 5. That way a full-sized squad isn't stuck with just two weapons which aren't bolt pistols. Give them the option of taking Phosphex Bombs instead of the Missiles too.Alternatively (or in addition to this), simply give them the ability to re-roll failed to wound rolls at range, representing the irradiated ammo they use. They keep just the Rad Grenades for close combat, as re-rolling wounds when the opponent's at -1 toughness would be obscene, but this rule gives them some actual punch at range. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4706994 Share on other sites More sharing options...
Nusquam Posted April 9, 2017 Share Posted April 9, 2017 Veteran tactical pricing and 50 points for packs on the squad. Done. Link to comment https://bolterandchainsword.com/topic/331010-make-destroyer-squads-good/page/3/#findComment-4707134 Share on other sites More sharing options...
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