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HQ
Knight Commander Pask in an Executioner with Lascannon and Plasma Sponsons, accompanied by a Leman Russ Vanquisher with Lascannon. Both with Relic Plating, Camo Netting and Dozer Blades. 456 points.
Specialists: 2 Primaris Psykers (Mastery Level 2), 1 Enginseer, 2 Ministorum Priests. 240 points.
Troops
Platoon Command Squad. Mortar. 35 points.
2 Infantry Squads. 100 points.
20 Conscripts. 60 points.
Veteran Squad. Boltgun Sergeant, Lascannon Team, 3 Plasma Guns. Grenadiers and Forward Sentries. 151 points.
Fast Attack.
Hellhound. Camo Netting, Dozer Blade, Relic Plating, Heavy Stubber. 148 points.
Fortifications.
Bastion with Quad Gun. 125 points.
Tactics:
Place Enginseer and one Priest with Conscripts, other Priest with Bullgryn. One Primaris Psyker with Bullgryn, one in any suitable squad (veterans if he has Perfect Timing).
Use Conscripts and Bullgryn to shield Pask. Buff Pask with Techpriest and Psyker. Move to engage high-priority targets and minimise exposure to anti-tank fire, using Bullgryn to get 3+ cover saves on one side.
Platoon Command Squad mans the quad gun.
Veterans deploy wherever there is suitable terrain, ideally within range to recieve orders from PCS.
Infantry squads can deploy where needed. Can start inside the Bastion for protection, then emerge to claim objectives later or advance along with the tanks.
Hellhound moves quickly to engage suitable targets (anyone relying on cover saves to survive, anyone hiding in a building with fire points).
With re-rolls to penetrate, I think Pask can handle medium vehicles OK. Against tough vehicles he can use POTMS and the split fire order to use his lascannon and the vanquisher's guns on the main target while his plasma weapons focus on something softer. His unit will usually be buffed by prescience unless I roll something better, so Gets Hot isn't much of a worry (actually not certain if it would be an issue anyway, since he has Preferred Enemy).
Psykers will concentrate on Divination. Ideally I can get Forewarning or Misfortune on the one who will accompany the tanks as well as Prescience. Worse case scenario, I can take Prescience and then either risk another duff power from Divination or roll on Telekinesis (hoping for Telekine Dome to protect Bullgryn or Tanks) or Biomancy (Enfeeble to make the plasma shots even more brutal or Endurance to buff the Bullgryn) and pick up Assail or Smite if it doesn't work out.
Bullgryn deploy in two base-to-base pairs unless facing Strength 10 blasts. This gives them 3+ saves while still allowing them to spead out a bit to avoid blasts and maximise the over they give to tanks. Some careful placement may be necessary to avoid the Bullgryn giving enemy models cover saves from the tank's shooting.
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