Phoenix:
How did your opponents then do against you? I've found that a monolith is invaluable when the dice seem to be against you, and its tough enough to stand on it's own.
Destroyers are indeed lifesavers, but the extra 18" effective range on them isn't too big of an advantage against most armies, since I've found that the bulk of your damage is done at 24" or less. I suppose I could use them to force the enemy to come after me, but
tbh, its not the shooty armies that I imagine having a problem with and few things have an assault threat range of 24" or more. (Dark eldar wytches in a raider and winged lash princes come to mind...)
While destroyers are awesome, I figure that this strategy would rely mostly on being too tough to phase out. Destroyers cost about the same as two immortals and are twice as fragile. The main reason to invest in a monolith in my opinion is to increase the durability of your expensive units so that you get more bang for your buck.
So, do you really find destroyers to be mandatory in all lists? I always imagined that with the current gauss rules, immortals and destroyers are pretty much exchangable for each other...
neofright:
Yeah, alpha recon is going to be hell.
Shep:
I don't really like the idea of an assaulty destroyer lord. The setup you're suggesting costs about the same as six immortals or three destroyers and a warrior, and I don't think he can be enough of a melee threat with his pathetic initiative 4. Although he is ideal for taking down vehicles with
AV 12 and terminators, that's a lot of points going into a unit that I don't really expect to live past the first initiative 5 counter assaulters I see.
The warriors on the other hand I don't expect to do really anything. Without a resurrection orb, they quickly become melta, plasma or lascannon food, not to mention being torn apart with power weapons in assault. I suppose they can put the hurt on some units, but I thought their primary use was to shoot twice, catch assaulters, lose combat, fail morale and be insta-gibbed. That would lean towards many minimum sized units, but with 18 points a pop, the warriors are a little too expensive to be just meatshields, and if they are supposted to be shooty they fail miserably compared to immortals. One idea is to use scarabs to catch the assaulters, giving the warriors time to reposition and get ready for when the scarabs start to die... which is what I'll probably try once I get a game going.
The problem is that most of my games are 1500 points, which really limits my options. The deceiver, 30 immortals and the minimum 20 warriors comes to exactly 1500 points, so in order to include more units I'll have to reduce the amount of immortals I'm taking or swap the c'tan for a lord...
lords2001:
I actually haven't even seen the leaked 5ed pdf everyone keeps talking about, but heavy destroyers are indeed very useful to take down
sv 2+ units. I just figure that my deceiver's 4 strenght 9 initiative 5 attacks that ignore all saves are enough to take care of fexes, tyrants, terminators and all other threats that heavy destroyers excel against. As for vehicles, doesn't gauss weaponry still cause automatic glancing hits in 5th ed?