|
Post by viasolus on Dec 26, 2022 17:14:29 GMT
Any advice on how to kit out Destroyers to recoup their high point cost in battle? I'm playing Blood Brothers so would prefer a melee build, but as I'm new to GDF could use some tips.
Hammers+Shields seem focused on infantry, but that seems a low-value target for such high points. I assume a hero-killing build would use chain-fists, but with the unit approaching 500 points it seems it would be difficult to come out points-positive in battle?
Also - I'd love to put the unit in a drop pod, any experience with this as an effective combination?
|
|
|
Post by menacing on Dec 26, 2022 20:49:58 GMT
just.. dont double up the unit? not much infantry gonna survive a9 blast3..
no clue why youd put them in a pod either, you already pay for ambush natively and you can't charge out of a transport unless your opp is a moron and moves within 6" of it. so you get in turn 3 instead of 2 and theyre sitting there the entire second round in the open doing nothing just so they can attack round 3? no thanks
not really such thing as a hero killing build either, or if there is, no idea what it means. heroes go in units and there are single digit examples of melee units that can even attempt to pick them out. higher wound monstrous heroes like a swarmlord running alone tend towards good enough armor that they wont hurt much from it and then crack you back lethally
|
|
|
Post by viasolus on Dec 26, 2022 20:57:55 GMT
I totally missed that they had Ambush, thanks.
Newbie question, but Hammers are A2 Blast(3), so in melee you're rolling 6 dice and then multiplying hits by 3, correct? So upto 18 hits?
Would you consider using Destroyers on infantry their best usage? They'd have to wipe out 2 units in order to recoup costs, right?
|
|
|
Post by menacing on Dec 26, 2022 23:42:13 GMT
You said Blood Brothers, you get 9 attacks :thinking:
Yes, their best uses are all anti-infantry. Their pure-melee choices of claws or shield/hammer are only good into shitters and their storm/ccw upgrade line is a trap if you want to use them for melee because you're paying for an extremely expensive ranged weapon, and that's where all the melee upgrades that would enable anti-elite or anti-vehicle use are. They work *okay* into def3+ infantry but only by weight of dice. Especially true on Blood Destroyers as Ambush lets you guarantee charges on their deployment round and Blood p much always wants to be in melee. Its unfortunate as a terminator fan (although mine are of 30k varieties) but its a product of OPR having a completely different set-up that has no shoot-and-charge. Either-or only. But their best choice bar none is shield/hammer because of how Furious works. 9 potential hits and good survivability vs. their starting 6. Rending is not terribly useful.
|
|
|
Post by artedil on Dec 27, 2022 14:16:47 GMT
I've used 3 Destroyers with claws + Hero with war chant, and there were a lot of dice. But if you think that Rending will be nice vs Def 2+... then they failed with a few 6.
|
|