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post #1 of 5 (permalink) Old 06-02-15, 09:42 AM Thread Starter
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Default Cults of Destruction; Destroyers

So necrons for 7e have been here for a while, and I have yet to see any comprehensive tactica on these guys yet that can account for a variety of situations on the tabletop battlefield. I will attempt to rectify this in time, and for the time being I will start with a unit most long time necron players will know and love; the Destroyer.

Waaay back when, the destroyer was a go to necron unit because of its high strength gun, long range, good rate of fire and its speed. Plus being a necron, he was resilient to boot. The 5e codex saw these guys somewhat overshadowed by changes to their rules and others, tomb blades became a cheaper and faster alternative due to him being changed to jump infantry instead of his old jetbike form, and the added buffs to wraiths and scarabs made the limited fast attack slots harder to justify for our death obsessed friends here. Little has really changed in that regard, scarabs and wraiths remain lethal at close quarters, and the destroyer still carries his altered rules from the last codex, but there is one thing we can quite clearly take advantage of.


The Destroyer Cult formation. Why? Well let's take a look. The Destroyer now packs a gun that fires two shots, has a strength of five and an ap of three. That's dead space marines on a 3+ and who doesn't love that? But it gets better. The cult formation gives us rerolls to wound and armour penetration in the shooting phase, coupled with their preferred enemy special rule making these guys efficient killers. Then of course there are the benefits of gauss weaponry against vehicles, and you can add versatility to a destroyer heavy list as well.


The change of unit type to jet pack infantry is also worth a look, as it gives them additional movement during your assault phase (just like dirty dirty tau) and grants them the ever pleasant option of deep striking onto the battlefield. And of course, it makes them relentless allowing them to lay down death while on the move.


So how does this work for you? Well, a destroyer cult formation requires a minimum of three units of destroyers which are three models strong each, as well as a destroyer lord and option for a single heavy destroyer unit as well. This can count as a detachment in itself, and if chosen as your primary grants your destroyer lord a reroll on the warlord table if you use the necron codex traits. This amounts to about 470 pts at its most basic, so lets allow roughly 500 or so assuming the lord will take a toy or two. Conservatively, you could take three such cults as a single 1,500 pt army and be the bane of most marine or marine equivalent armies out there. Your destroyers will have maneuverability and range to deal with almost any army, however you will be sorely outnumbered and are only likely to enjoy a fair game against small elite marine armies like grey knights. Great for theme and fluff, but I'd recommend against it for casual gaming.

Far better that you take this formation as a complement to a more traditional firebase oriented list. Using the standard Force Org chart from the big rule book, You can build a footslogger based army of immortals or warriors backed by a cryptek or lord, or maybe even something heavier like a monolith or c'tan shard. This leaves you with the option of choosing them or your cult as your primary detachment depending on your preference, and remaining points after building both cores can easily be plugged by adding more destroyers or more warriors/immortals. Using the standard force org also allows you to take a unit of triarch praetorians, which make a much better deep strike escort for your Destroyer lord than his own destroyer kin. Drop them in together, then in the following turn they can go their separate ways allowing the normal gun toting destroyers to deploy well clear of the swinging blades.

Additionally, this method also fits quite comfortably with the decurion detachment setout, allowing that same traditional army list. However the minimum requirements of the reclamation legion may make points tight if you play a smaller game.

Remember, a lot of people will instinctively gravitate towards building a decurion army list simply for the benefit of that bonus to reanimation. There is nothing wrong with this of course, in fact it's quite advantageous to do so, however be wary of taking it for that benefit alone when maximizing other strengths might serve you better. All formations have benefits and drawbacks, and following a template for one reason (no matter how good) can often blind you to other opportunities when building your list.


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post #2 of 5 (permalink) Old 06-02-15, 09:55 AM Thread Starter
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Against space marines, your tactics are pretty clear cut. Your guns shear through their armour, and for the most part you will have a speed advantage and a thrust move to keep yourself in firing range while potentially denying a lot of return fire from bolters and the hated plasma guns. Drop pods and rhinos will inevitably bring them closer, and it's here that you will be relying on support to keep the whole of your necron army reasonably intact. During deployment, try to have as many overlapping fire lanes as you can, rather than just deploying in a straight line like so many people do. The more table covered by your own necrons feet, the less room they have to drop in on you from above.

If you've managed to include heavy destroyers in your list, their prime targets should be things like centurions and terminators. A dead centurion or a dead terminator is easier to achieve and better use of their shooting than maybe a hit on a vehicle. Given that a lot of your army has the potential to wield gauss weaponry, you will not find yourself defenseless against vehicles. The only real exception here is dreadnoughts, if one of those drops in you'll need to kill it immediately, or else have your destroyer lord or a cluster of scarabs nearby.


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Last edited by Serpion5; 06-02-15 at 10:16 AM.
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Horde Armies.

Honestly, Destroyers against tyranids are less versatile than against most other armies out there. The gaunts are too numerous for these guys to be really efficient against them, and any tyranid player worth his salt will make sure these are the first things you encounter. In these cases your destroyers have several applications, depending on your confidence in your ability to handle elements of the army without them.

If you think your foot necrons can handle the gaunts, then I recommend holding the destroyers in reserve and deep striking them behind where they can fire directly at the larger tyranids with their guns. S5 and AP3 means almost every medium to large tyranid will be afraid of taking that fire and you should feasibly be able to wipe out at least one monster assuming you can get at least two squads firing decently at it, or be extremely lucky with one. The Destroyer lord can also be used this way as a proficient distraction unit, as his high toughness, resilience and presumable warscythe make him the sort of thing you just can't ignore.

Alternatively, you can use your destroyers as tanks to hold the gaunts up in combat and allow your gauss toting foot necrons to open fire across the table at the larger tyranids, many of which either won't get saves (if you're using immortals with gauss blasters) or won't be returning the same level of firepower anyway. The destroyers toughness means gaunts will only be wounding on rolls of 6 unless they carry toxin sacs, but even then your resilience should allow you to weather at least one or two rounds of combat, assuming you manage a kill or two in return.


Most of this also applies to orks, and in some cases Astra Militarum as well. More specific scenarios can usually be nutted out depending on what your opponent fields. Knowing your enemy's units is always helpful, as it prevents mistakes like trying to arm wrestle a toxicrene or snipe a big mek out from behind his kustom force field.


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Last edited by Serpion5; 06-02-15 at 10:32 AM.
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Reserved for against eldar.


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Reserved for against tau.


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