Here's a small army that should be decent at overwhelming opponents with AV14 saturation and lots of dakka. C&C greatly appreciated
HQ
Pask
Punisher
Hull
HB
HB Sponsons
LR Executioner
Hull Las Cannon (not ideal with his BS3 but he's modeled this way and I am remiss to change him)
Plasma Cannon Sponsons
Core Detachment
Armored Company
Command:
LR Exterminator
Hull
HB
HB Sponsons
LR Exterminator
Hull
HB
HB Sponsons
3
LR Squads
1)
LR Eradicator
Hull
HB
Plasma Sponsons
2)
LR Vanquisher
Hull
LC
Plasma Cannon Sponsons
3)
LR Vanquisher
Hull
LC
Plasma Cannon Sponsons
Obligatory Engine Seer
Auxilia
Infantry Platoon
Platoon Command Squad
No Upgrades
Infantry Squad
Commissar
Infantry Squad
No Upgrades
Infantry Squad
No Upgrades
So general tactic is to combine the infantry squads and bubble wrap the bulk of the force, using moving up into scoring positions as needed.
I'll try to keep the tank company within 12" of the commander so they all benefit from his BS4.
The rest of the army deals a pretty solid amount of shooting so should be able to handle most threats, though admittedly Maelstrom will be an issue, but most local tournaments do not use it where I am (they tend to stick to last turn objective scoring instead)
Automatically Appended Next Post: Edit* did anyone else notice that the special rule the formation gets for ramming is pointless? +1
STR when more than one vehicle rams an enemy...
LR Tanks are AV14, so they have a base S7, then they're tanks, so +1 to 8 and they are also heavy, so +2 to STR10