Ok, to break the silence...
Having pushed around Necron minis for about 10 games now, of which five-ish(?) featured destroyers, I'd nevertheless like to give my modest contribution. Stream of consciousness ahead...
I always played them in a formation of 6, adding a lord, thinking that they always will be awarded BMs and every BM less is a significant boost to firepower. As much as the idea of meatshield wraiths is titillating, they would cost way too much. I have composed the formation both with all 2*4+/6+ guns and with exchanging two for at3+ guns - I might prefer the latter, as it has the choice of which guns to keep silent while the formation has a few BMs, and IME destroyers will indeed always be fired at if there is an opportunity, as every BM (and casualty) makes a significant difference, a bit unlike with other Necron inf. (Choosing which guns will rise back up is neat too.)
With that in mind I always keep them in reserve. I wait for the moment that most anti-destroyer options have already activated; more often than not, I think, I didn't activate them at all until turn 2, when I had closed the distance a bit. (I tend to teleport most or all of my units aggressively in the fore, save for pylons.) As the destroyers finally need to step forward to start earning points it's a tough decision, and always rather situational, what they will do... Because if they can, they will pick a meaningful, low-danger position and work from there, ideally destroying one weak activation that thought itself safe. (I think one of the most important uses for destroyers is using their high-volume, decent-range anti-infantry/LV firepower for whittling down your opponent's activation count... something that other Necron units are not effective at.) To create a low-danger environment, anti-air support from pylons is rather essential. An opportunity to enter a portal with one move is very welcome to keep them in the pace of the battle. Peripheral safe spots won't do at all... they will need to go all-in, ideally advancing out of a portal to shoot up an important formation and immediately offering fire support to a phalanx that retained initiative to perform an engagement (and possibly taking up a position to cover the destroyers somewhat). I'm wary of engaging with the destroyers themselves because accidents can happen... unless there is no safer option. Most of the time a phalanx will do fine, moreover, usually if a phalanx could not reach the target from a portal and destroyers could, the destroyers would be either stranded too far forward from the rest of the army (and probably get mauled), or too far in the flank to remain a properly meaningful threat for the next turn (if they had picked a safer route, that is). Even needing to double move is devastating to the formation's potential especially if suitable targets are in cover. That being said, the potential of warrior phalangi beyond 45cm is (of course) zilch unless there are portals in position...
I do think they definitively have a place in the army list with their rules being as they are. But they are rather dependent on the table having suitably lavish amounts of terrain (as glasscannon elite units tend to be), hard to use (really now?) and the price is a bit high... I could see them costing, as a compromise, 325-350 points with a free lord included, but hardly below that? If they are in danger of becoming cheap enough to be spam-able, one solution could be the enforcement of a simple 0-2 restriction. But cheaper destroyers should definitely remain a support formation.
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