Jump to content

Make Destroyer Squads Good


jgascoine011

Recommended Posts

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.

Moritat w Jump Pack  Refractor Field 2x Volkite Serpentas  Artificer Armor  145 Points

Destroyer 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 fist

Destroyers  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 

17022254_1573814359310352_20841413077253

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

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 

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 17022254_1573814359310352_20841413077253

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.

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.

 

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. 

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.

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.

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.

  • 4 weeks later...

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.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.