I personally thought the Immortals made a good Steamroller blockade and lent good firepower, but upon reexamination, one problem you have here is mobility. True, you can take two Immortals for every Destroyer, but Immortals are slower and have a lower range. You should be keeping your units together yes, and while the Immortals offer up some power, you should take a second unit of destroyers as you have said. Eight is a wonderful number. Most people run six if they want the basic amount, but I've seen lists with the full 15 that completely rape everything. This way, the main bulk of your force can be moved forward while your destroyers go off hunting flanks.
I can't advocate the removal of the
TS completely; While they can fail epically, and are
MCs allowing enemies to single them out, in combats with enemy assaulting units, they can be pretty solid for their cost if supported by the unit they are rescuing (Which helps mitigate wound counts against them). Unfortunately, they have a few major flaws. Low
WS means its hard for them to hit, even though they are
MCs and hit really, really hard. S6/T6 with 3 armor-penetrating attacks and two wounds isn't bad for a unit that costs only slightly more than a single Destroyer. However, its uses in the army are a bit redundant; If you need to escape combat quickly, you have Monoliths to teleport out, and for
CC support you have two Lords. It can smash vehicles but as DL said, it would have to run to do so. Its got good armor smashing ability, being an
MC, but once again, moved forward to assault enemy vehicles, its out of your army and no longer able to provide
CC support. I would say to keep the
TS only if you drop a Monolith, for a little extra umph against enemy transports. Otherwise, you may want to consider removing it.
For a 2k point list with heavy Steamroller-type movement, two monoliths are a near must. You can make it with one, but you need some serious mobile bunkers if you want to survive all the outmaneuvering your enemy is going to try. Your enemy has three choices in dealing with them, each of which leaves them open to a different rebuttal. They can either try to assault you head on with
melee troops; You can use your two Monoliths to pull the beleaguered unit out of the Assault, then use the Whip on the other to template them. Then you can shoot them to death. He can try to shoot you but with your armor saves and
WBB rolls, as well as Monolith regeneration, he can't do a whole lot to you. He can try to flank you with Jetbikes but your Monoliths can use the Particle Whip to remove them as a threat.
The only thing you really have to worry about is long range weapons, things that are 36"+. Thats what your destroyers are for. Pick them out, get rid of them, then simply descend on his position.
| Hand To Hand/Close Combat - Assault (p33 40k 5th) |
Thousand Sons (Rubric)
Codex: Chaos Space Marines (p37, p98) |
| We'll Be Back (p13 C:Necrons) |
Weapon Skill (p6 40k 5th)
Wolf Scouts (p27,88 C:SW)
White Scars - Codex: Space Marines
Warp Spiders (p36, p65 C:Eldar) |
| Monstrous Creature (p51 40k 5th) |
Camo Cloaks (p100 C:SM)
Company Command Squad (p30, p90 C:IG) |