Saturday 11 May 2013

Warjack Profile: Destroyer


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The original Khadoran ranged jack, features in the battle box and the starter box and with good reason. This jack is solid both in terms of it weapons and how it can be used, which is just one of the reasons players choose to keep it handy even after their army expands.

As with every none clamjack Khadoran jack, the main features of this jack are it's STR and ARM, it's other stats are average to poor (RAT, though this isn't to big an issue), allowing the destroyer to go toe to toe with enemy heavies and still come out the other side.





The main reason you will be fielding a Destroyer is it's Bombard Cannon, with RNG of a Widowmaker's rifle and POW a point shy of the Juggernaut's P+S of it's fist and comes with Arcing Fire, as it's has a small AoE it has the potential to threaten more than a single model making it ideal for whittling down units before they get close enough to cause any hurt. Also this makes it well suited for taking out Stealthed infantry as despite the attack auto missing lucky deviations still have the potential to wipe a handful of models off a unit. The Destroyer's melee weapon is just as fearsome as it's Bombard, the Executioner Axe, P+S is two points less than the Juggernaut's Ice Axe putting it on -1 for damage against most other non-Khadoran heavies, on top of that it comes with Critical Amputation meaning any Warjack weapon systems that are damaged by this weapon are automatically crippled on a critical hit. This means that jacks with shields will be staying as far away as possible from the Destroyer as if it gets into combat with them there is a fair chance on a critical that the Destroyer will strip the opposing jack of vital systems and leave it either vulnerable or no longer able to perform it's role (especially Lancers if you can take out their shield, making their arc node much more vulnerable). Note that this only works against Warjacks, so throwing the Destroyer into Beasts in the hope of crippling an aspect isn't the best of ideas as it'd be relying on raw damage output, which while not shabby isn't where this jack shines.

The Destroyer is a relatively expensive jack, at two points more than the Juggernaut it's price tag is a little on the steep side. However for the cost you do get a combined arms jack, capable of holding its own in melee or pumping out shots at a fairly long distance. The main issue with this is that in faction there are already many units that can hand out more than the same firepower as a destroyer and for the same price (e.g. Minimum unit of Winterguard infantry with Unit Attachment and three Weapon Attachments or two Winterguard Mortar crews), to compound this the Destroyer can't use both it's weapons in a turn, meaning that you will never get full use out of the jack' capabilities and for a few points more you can get a jack with better melee weapons, an extra gun, extra boxes and the abilitity to shoot a seperate target whilst in melee (Behemoth). All of this being said that doesn't mean the Destroyer is not of use, under Harkevich this jack can be incredibly potent, Old Witch can allow this jack to make a shot then disappear into a cloud using her spells as well as allowing it to ignore LoS thanks to Augury, Karchev can use Tow to allow the Destroyer to move and aim, as the jack doesn't use it's movement to do so and finally pSorscha's feat as mentioned in a previous post mitigates the Destroyer's low RAT and almost ensures a direct hit making for some potential assassination tricks. Whilst the Destroyer does have it's downsides it's a very niche jack, it works well for some not so well for others, try it and see how you find it.

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