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With the amazing bonuses provided by the detachments, I couldnt help but make this list. (Also, I love destroyers and this list is a somewhat-tribute back to 2 codecies ago when the only viable builds were wraithwing and destroyer wing) Using the Mephrit Dynasty rules, 2001 points (1 point over, sue me).
Reclamation Legion:
-CCB w gauss, OL with Edge of Eternity, Res orb, phase shifter 205
-5x Gauss Immortals, Night Scythe 215
-3x Tomb Blades, nebuloscopes and particle beamers 66
-10x Warriors, Ghost Ark 235
-10x Warriors, Ghost Ark 235
Annihilation Nexus:
-Annihilation Barge 120
-Annihilation Barge 120
-Doomsday Ark 170
Destroyer Cult:
-Destroyer Lord, The Solar Staff 125
-3x Heavy Destroyers 150
-3x Destroyers 120
-3x Destroyers 120
-3x Destroyers 120
The plan is for the CCB to run up and charge the next turn (duh). If it gets hit with a meltagun or something equally scary, I'll pop the rez orb and take the hit on the OL for a 4++ with 4+ rerolling reanimation (I play lots of tau, so I can't rely on jink for cover saves when I'm within charge range). Gauss Immortals and tomb blades go after far away objectives, and blades hurt things that are in deep cover. The arks and barges just kinda do their thing. Now the destroyer cult... this is the main thing that will frustrate my opponent with 3+ to hit w/ preferred enemy and rerolling ALL wounds and armour pen results, as well as jump shoot jump and the increased durability of destroyers. Things will die. The destro lord will chill with the heavy destroyers and pop the solar staff if they're going to take heavy fire next turn (like if I cant make it back behind LoS blocking terrain for some reason), since I feel like they'll be focused on the most. Thoughts? I really feel like the decurion detachments have tons of potential.
-Arcticor
Reclamation Legion:
-CCB w gauss, OL with Edge of Eternity, Res orb, phase shifter 205
-5x Gauss Immortals, Night Scythe 215
-3x Tomb Blades, nebuloscopes and particle beamers 66
-10x Warriors, Ghost Ark 235
-10x Warriors, Ghost Ark 235
Annihilation Nexus:
-Annihilation Barge 120
-Annihilation Barge 120
-Doomsday Ark 170
Destroyer Cult:
-Destroyer Lord, The Solar Staff 125
-3x Heavy Destroyers 150
-3x Destroyers 120
-3x Destroyers 120
-3x Destroyers 120
The plan is for the CCB to run up and charge the next turn (duh). If it gets hit with a meltagun or something equally scary, I'll pop the rez orb and take the hit on the OL for a 4++ with 4+ rerolling reanimation (I play lots of tau, so I can't rely on jink for cover saves when I'm within charge range). Gauss Immortals and tomb blades go after far away objectives, and blades hurt things that are in deep cover. The arks and barges just kinda do their thing. Now the destroyer cult... this is the main thing that will frustrate my opponent with 3+ to hit w/ preferred enemy and rerolling ALL wounds and armour pen results, as well as jump shoot jump and the increased durability of destroyers. Things will die. The destro lord will chill with the heavy destroyers and pop the solar staff if they're going to take heavy fire next turn (like if I cant make it back behind LoS blocking terrain for some reason), since I feel like they'll be focused on the most. Thoughts? I really feel like the decurion detachments have tons of potential.
-Arcticor