Welcome to Librarium Online!
Hey everyone, and welcome to the first (or third) edition of "Arts of the Red Harvest," the brand new, fancy named Necron "weekly topic" thread!
These will be threads for voicing your opinions of the unit/tactic, your favorite tactics with them, problems you've had with their use, times that they have triumphed, and how you feel they work most efficiently.
Please remember though, everyone has the codex and can go find the points cost of a unit/wargear, you're not impressing anyone by posting them, just giving the mods a headache.
To start off, I picked the most renowned unit in the Necron army, and the workhorse of more lists than I care to count; Destroyers.
Not many can argue with a high, toughness, jetbike that mounts a weapon like the gauss cannon, and for good reason. It's about the same price and with better effects than a SM Assault bike or land speeder (basic weapon). And unlike those two units, entire armies have been built around the destroyer to make competitive lists.
I've personally tried destroyers several ways, primarily single 4/5-man squads, and later a pair of 3-man squads.
Their success has been variable depending upon my opponents and how sloppy I'm being in the movement phase. However when I target a squad or vehicle, I'm guaranteed something good for me and bad for my opponent after a volley from the gauss cannons. Heck they've even won a few combats for me. And at the end of the day, it takes some serious willpower to not sub them in for whatever new and crazy unit i'm experimenting with.
Let the first Arts of the Red Harvest begin!
Excellent idea, Alzer. I haven't had much tabletop experience with Necrons as a force, but the most appealing aspect of the Destroyer to me is its weapon. Decent range coupled with fast movement and a (really) tough platform makes them one unit a Necron player should almost never pass up.
They are amazing against infantry, great against medium and light vehicles, and potentially good against heavier tanks due to the Gauss special rule and the magnitude of their fire. A Destroyer 'spam' list can be extremely effectively due to the sheer number of shots per turn you get.
Let's not forget that they can also turbo boost, so during the last turn you could turbo boost them into an objective to contest it away from the enemy, therefore giving you a win.
I'd be interested to hear others' thoughts and tactics with this unit, as it really is one of the only "must takes" of the Necron codex, IMO.
Ahh Destroyers, I suspect that if there was a way to make Destroyers count as a Troop choice (think space marine captain on a bike), then we'd never see a Necron Warrior ever again.
The only situation I can think of where you wouldn't want to take Destroyers would be in a city fight, where the masses of difficult terrain tests would probably take them out as well as the line of sight issues. Everywhere else they do their job just fine. I especially like the stength of their gauss cannons, combined with a large number of Destroyers they can really murder armies which have an average toughness of 3, if only their AP was better than that of a gauss blaster...but then that would probably be broken
Yes yes destroyers.....One of the best or perhaps the best fast unit in w40k. I use them as a pair of 3s very often. But dont you think that still something is missing from them ? Sometimes i have this feeling (maybe because i want them to be uber! Who doesnt want after all?)
My friend Malagate to have the destroyers as troops is a nice idea but have you thought about the low Phase Out? A rule that is kind of unfair for an army like necrons. In my opinion destroyers are very good as fast unit and should stay there. A 50pts troop is way too much. Imagine an army of 20 destroyers and a phase out of 5. Doesnt sound good to me....
Anyway, destroyers are very good unit and a must for every necron army
They are jetbikes. So in a cityfight, you can either place them on top of the highest tower to shoot things. Or you can move them over buildings...
Hehe Morgan, I wasn't entirely serious with that suggestion (I certainly couldn't see it happening for any good reason), mainly because I feel it would be too powerful more than anything else. It would certainly work in high point games, 20 destroyers in 2000 points wouldn't be too bad in terms of phase out if you filled up on Flayed Ones, also I think a better than average toughness jet bike with a gauss cannon and WBB as a troop choice would be quite hard to force a Phase Out anyway. It would still be silly though, just fly them around obliterating the enemy one squad at a time, using their speed and range to avoid CC. The only thing to fear would be massed str 10 weapons, which would be even more unlikely.
Also visseking, well it would usually depend on how tightly packed you city fight boards are, not to mention that being on top of buildings also puts them in line of sight of the enemy guns. I'd still leave destroyers at home for a city fight, even if only to dust off the Wraiths and give them a perfect opportunity to use all their abilities to their best potential.
Lots of open space? Destroyers have got the range to use it. Lots of high walls and dense difficult terrian? The Wraiths have got the skills to exploit it.
Destroyers are certainly one of the most powerful units in the game, even if a bit fragile. There's literally nothing they can't take down, and they can take their firepower wherever it's needed, fast. Sure they have a single wound, but you can usually try WBB. And if they're absorbing WBB-denying long range attacks, that means your phalanx is advancing safely, so it's a win-win scenario. In city fights, wraiths are probably better (dangerous terrain? really?), but everywhere else they shine.
Tactics? try to flank your opponent's army. If you try to shoot something in the middle you are likely to get shot back. If playing two or more units, you could either attack all from one flank to ensure something's destroyed, or have each unit shoot one side. This way I've managed to fool several opponents into separating their forces, thus making them easier targets.
Tactically I like to buddy up two Destroyer squads (of 3) and have them run around within range of my tomb spyders, so they can be separated and create multiple firing lanes. Or just run both squads within 6" and create one big firestorm of death that almost nobody will try and face down. However it gets dangerous if the enemy has the proper arsenals to take them out (basically anything that can one-shot a tank) and since they prove to often be the most dangerous unit, destroyers get the targeting bracket first. Fortunately it DOES take a significant amount of firepower to put the things down.
Personally the biggest issue I have for my destroyers is when the opponent Deepstrikes heavy or super-heavy assault infantry next to them, (assault marines/terminators etc) or has oblits, (darn them and their plasma) .
Has anyone fielded a Destroyer Lord to run around with their Destroyers? With smaller squads (typically 3-4 but sometimes 5, which is still a smallish squad), Destroyers seem to me to be rather vulnerable to the afore-mentioned heavy firepower, such as Lascannons or Missile Launchers. Would a Destroyer Lord with Resurrection Orb be of much use in this case, or are they usually fine without the Lord accompaniment?