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They suffer vs units with an invuln save due to limited shots. Even with the new codexes, it isn't difficult to get that invuln on vehicles. I'm building two anyway and going for the Heavy 1 lol. The other weapon isn't so beneficial in the current meta

I like a single heavy in my destroyer squad. Pretty much use the 1cp strat to have a hit auto wound with it every turn.

Love the gauss. 3d3 damage? Thankyou. The other weapon? Nah. I mean, it could be compared as a ranged version of the Arco flagellants with their d3 attacks per attack able to buff up to 3d3 attacks in combat...but arcos have the numbers (not to mention the points) to do the job. Only doing 3d3-9d3 shots is underwhelming in the face of 3d3-27d3.

Maybe if it could double fire like eradicators was be in business, but as it is now, I don't see it as worth the points. Not only that, it doesn't seem to add much. It's anti infantry focussed and our troop weapons a pretty good at dealing with that target as it is.

I believe they are crucial for Necrons as a source of heavy anti-tank firepower. Relying on melee and Warriors to down vehicles is an upwards struggle, especially now vehicles don't suffer from Secondaries as badly anymore so will be more widely spread.

 

Gauss Destructors are the way forward I believe. Sure the other gun is good for nuking infantry but I consider most Necrons armies are lacking in anti-tank and already pack vast amounts of anti-infantry firepower.

 

If you run Lokhust Destroyers then adding one of the Heavy variants is great due to split fire. And having small units of Lokhust Heavy Destroyers gives a fairly fast moving unit that can hug cover and target heavy targets with their weapons fairly consistently.

 

Just make sure you have other units available to soak up some fire. Skorpekh Destroyers are particularly good at this.

I've tried both out. The enmitic annihilator is actually a lot of fun in small games. It does fill a role we don't really need any help with, though. The Gauss is pretty reliable for a one shot weapon due to the inbuilt reroll the destroyers have. The problem with the Lokhust Heavy Destroyers is almost exclusively keeping them alive. If they get to shoot every turn over a game they're very good. If they get to shoot once and then get wiped out, they're very expensive. And it tends to go that way when you can do so much damage at once.

Not to sound too repedative on the sunject, but the squishiness of the H.destroyers can somewhat be mitigated by other high value powerful weapons such as the doomstalker. Most opponents tend to prioritize shooting these menacing weapons with its 4++ whilst a unit of H destroyers can safely hide behind obscuring terrain turn 1. After turn 1, they will be exposed and the best you can do is hug cover and hope they don't get focused down by either eliminating the targets that could wipe them out, hope the enemy prioritizes other targets like the doomstalker, or by luck. 

Either way, it's a balancing act that could work wonders and being mobile makes them valuable at moving, firing, and holding nearby backline objectives. 

As I run mine as Szarekhan, the only real obstacle is enemy invulnerable saves. As someone else mentioned, the re-rolls to 1 and a re-roll to wound makes them pretty reliable against any target without an invuln. Crucial to eliminating medium-sized vehicles in one volley. 

 

And while it may be more efficient to maximize on the re-roll to wound of 1  by taking them individually,  I find that most of the time out of 3 I only fail to wound once. And I would rather have an attempt at reanimation(as depressing as the the low odds of success are).

Edited by Ahzek451

I tried single heavy destroyer out in my last battle with the gauss destructor. It’s a crazy gun, the 3D3 damage is pretty awesome. Granted it’s only one shot, but I run my army as a Szarekhan Vassel dynasty, and the reroll one wound per unit makes it very consistent.

 

They are small enough to hide easily and pop out and blast something.

I prefer the option to reroll one hit per unit, most necron big guns dolt have a problem wounding as much as the do hittintg.

Destroyer units more or less have that natively through their rerolls on 1s to hit. Unless you're facing a negative modifier your destroyers shouldn't miss much as it is.

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