Frankly, I disappointed myself by abandoning them in the City Fight Tournament last week, so with an 1850 at Carolina Comics in Oklahoma I wasn't missing a chance at redemption!
Anyway, here's the list.
There's a few different concepts in here. I've been playing around with the mini-farm, which in my humble opinion is one of the two best ways to utilize Scarabs. (The other doesn't include 9 Spyders and a conga line.) It hasn't let me down yet. The Monoliths are fun and allow for some redeployment options, though I'm not sure they're optimal in this type of build.
The Destroyer Lord can hide out in any unit he darn well pleases - who's going to tell him different? Normally, he'll run with the Wraiths, who can keep up, or the Scarabs. The Overlord and the Cryptek with the Veil will jump in the 20-strong Warriors unit and provide covering fire wherever necessary.
I have to be careful with that unit, because 20 'Crons just can't disembark from a Monolith.
The other Cryptek has the Solar Pulse for Night Fighting... or Non-Night Fighting. Probably the former. He also adds a bit of anti-tank with his Eldritch Lance.
Lastly, the two Immortals units are great for grabbing home objectives, or just making a nuisance of themselves at 24-inches. I played Farseer Tim this last weekend and his squad sat in cover and kept passing reanimation protocol rolls. Fun.
I'm jotting down ideas for the army depending on what I might face. For example, I can see sending the Harbinger of Despair with the 10-strong unit at times, or even keeping him with the 20-strong and having the Overlord join the smaller unit to deploy through the Monolith.
I strongly considered running two Overlords to give two give two larger squads relentless, but the Destroyer's Toughness 6 and extra mobility - not to mention rerolling hits with his Warscythe - make him a primo hunter.
Or so I hope! Regardless, I've boxed up the Marines. I've been feeling very Xenos lately and I'm sticking to my guns.
Sisters don't count as Marines, right?