The nice thing about the Droneport is that weapons that are normally used to kill Pathfinders (Bolters, Heaby Bolters, Assault Cannons and equivalents) are ineffective against fortifications. If my math is correct, you need 3 Asssault Cannon Razorbacks buffed by Guilliman to kill a Droneport per turn, 5 or 6 without the primarch. And you'll only lose 1 - 2 Pathfinders when the Droneport is wrecked.
The need to use anti-tank weapons to kill my markerlights is what took my opponents by surprise in both of my games. They simply didn't have enough to be able to focus an all the usual targets and to crack open a Droneport. In the end, both of them decided to focus their firepower into things that deal actual damage, ignoring the Pathfinders completely. Guess that would count as an infinite increase in survivability
The biggest downside of the Droneport is tha lack of FLY or INFANTRY keywords, as that means it cannot got up to elevated positions, drastically reducing LOS for the markerlights. In retrospect, it is probably wise to move the Pathfinders out and to a position with better LOS after killing a good portion of enemy firepower, enduring a turn of less accurate markers.
Ozzie_prime wrote:i think the main issue of the drone port was when you activate it (improving BS of the drones) the drone have to disembark the droneport.
Yeah, I thought this was bad too, but in fact you want to have the drones outside anyway to perform their duty of absorbing Lascannon shots via Savior Protocols. Or get buffed by a DC. Yes, that means they will die. One of the reasons I think it's a waste to put a Fireblade inside the port.