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It's a sad state of affairs these days, gents (and lasses). We have Imperial Knights, but our favorite Knight Commander cannot commandeer said Knight. At night. knight.
Anywho, I'm thinking of all the crazy lists we can build for Mech Guard now and really cannot decide how to go about it. My final thoughts roll around to three variables that must always be included:
1.) Pask Punisher
2.) DOOMROCKET!!!1! Deathstrike Missile Launcher
3.) Imperial Knight
We have an opportunity to now take very few troops on ground, however the Taurox is ugly and the Chinchilla went up 10 pts. What's a budding commander to do?
The main thing people rail against the Pask Punisher is that it has to get "close". Like really close. This makes it a prime target for drop pod melta and a bunch of other derpy bullcrap like assaults. I thought about bubble wrap, but that really defeats the purpose of Mech Guard, does it not?
My answer is simple: Super-Heavy Walker. Do you go for slay the warlord, buried in Av14 hell... AND ignore a mini-titan just aching to give you the D? Dare I say it? Target. Saturation.
The Doom... er... Deathstrike Missile Launcher is included because it's, firstly, hilarious, and secondly, another target that's gotta die. It's a S10 Ap1 Apoc Blast. You have a titan bearing down on you. You have Pask Punishing you. So what are you gonna do about that little thing in the back minding it's own business?
So here's my proposed list. It's 1995 as it stands such that you can swap out which Knight you think is better, the melta cannon or the rapid fire battle cannon. I'm going with the melta cannon as that is something this list is lacking, in my design:
HQ:
-Pask Punisher (x3 Hv Bolters, DB, Warlord)
--Eradicator (x3 Hv Bolters, DB)
-Tank Commander Vanquisher (LC)
--Battle Tank
-Engiseer
-Engiseer
Troops:
-Veterans (Chinchilla, Flamer, Hv Flamer, Grenadiers)
-Veterans (Chinchilla, Flamer, Hv Flamer, Grenadiers)
-Veterans (Chinchilla, x2 Plasma Gun, Grenadiers)
Fast:
-Vendetta (duh...)
Heavy:
-Deathstrike Missile Launcher (Camo Netting)
Allied Knight Detachment:
-Knight Errant
So there you have it. You have Veterans with flamers to help thin the approaching "hordes". A few plasma guns floating about for specialists. You can fart out Engiseers to help repair our precious warlord (or maybe our Knight Friend? Is that legal?). You have AA in the Vendetta and you have a second anti-vehicle Tank Commander Squad to hold the backfield if necessary.
Any thoughts? Again, feel free to tweak as you see fit, but keep the core three elements, please!
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