For clarity, what I meant by 'so that the BTS can be off the table' was so that it can be off the table at the end of turns 1 and 2, thus giving it immunity to the enemy's attempt to counter-attack it, which I think is a big advantage for a BTS.
From turn 3 onwards it would have to remain on the table or give a point away as if it was destroyed.
Moscovian wrote:
I noticed that the Destroyers aren't used nearly enough on the lists people publish out here. Players mistakenly see them as too expensive when they are truly an asset to the games I've played. Necron ability, can use portals, fast, and lots of firepower.
Destroyers are good, but I think it depends on how the army is being played. I see Necrons as a fire fight orientated assault army, so there is only a minimal requirement for long range shooting or the sort of conventional firepower that destroyers (especially heavy destroyers) deal out. Since I am looking at army builds that leave very little on the table I am evaluating units based on their Fire Fight and resilience above anything else.
Assessing DestroyersSpace Marine Devastators are accepted as being good at Fire Fights for their cost. Therefore anything that is as good or better for the same good can also be classed as good at Fire Fights, so I will use Devastators as a base line for comparison.
Devastators (Codex Astartes) and Destroyers (Necron) both cost 62.5 pts. They both hit in Fire Fights on a 3+, giving you 0.66 hits per unit or one hit per 94.7 points you spent on the unit.
It takes two standard hits to wound either, meaning two hits on the unit costs you a 62.5 model and a single hit on the unit costs you 31.3 points. They both die instantly to Macro and Tk, so either of those types of hit costs you your 62.5 point unit. Therefore Devastators and Destroyers are both the same in a firefight, and this means (as Moscovian said) Destroyers are good.

In addition, Destroyers are skimmers (can't be caught in Close Combat), Mounted (count as vehicles in terrain; a negative), Necron (can regenerate), and have an increased movement speed meaning an increase assault range. Therefore Destroyers are better than Devastators in Fire Fights.
However, if you intend to assault from a Monolith and not have models on the table, Warriors and Immortals are better per point spent than Destroyers in every way except the Skimmer rule (which isn't that big a deal since you get a lot of control over combat placement due to monoliths) and the 25cm range (which is a very useful increase).
Warriors cost 33 per unit, have a Fire Fight of 4+, so you get 1 hit for every 66 points spent. They take two hits to wound as with Destroyers, but those wounds cost you only 33 points or 16.5 pts per hit taken. Warriors give more bang for your buck in Fire Fight than Destroyers or Devastators, making them very good in Fire Fight.
Immortals cost 40pts per unit, and have a Fire Fight of 3+, so you get 1 hit for every 60.6 points spent. They die as easily as Warriors and Destroyers, but the wounds cost you 40pts each. This make them the most efficient use of points in Fire Fight of the units compared (and the most efficient fire fight in the Necron codex, which would require a larger table to display

).
As a side note, since Immortals are slightly better at FF than Warriors per point spent, but cost more per unit and die as easily, Warriors should be placed to become the first casualties.
If anyone is interested in how the whole of the Necron army breaks down on when assessed for assault and firefights let me know and I'll post the rest of sheet I whipped up. I think it highlights some interesting comparisons, but then I've always liked optimising armies
