Mech Guard 2000 - Demolishers or Executioners? - Warhammer 40K Fantasy
 

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  1. #1
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    Mech Guard 2000 - Demolishers or Executioners?

    HQ - 290

    CCS w/ 4 meltas, Chimera

    CCS w/ 4 meltas, Chimera

    Elites - 155


    Psyker Battle Squad w/ 4 additional psykers, Chimera

    Troops - 670

    Veteran Squad w/ 3 meltas, Chimera

    Veteran Squad w/ 3 meltas, Chimera

    Veteran Squad w/ 3 plasmas, autocannon, Chimera

    Veteran Squad w/ 3 plasmas, autocannon, Chimera

    Fast Attack - 390

    Vendetta

    Vendetta

    Vendetta


    That comes to 1505 points - my question is, which of these options would work better in this list?

    Option 1:

    3 X Demolisher w/ hull heavy flamer - 495 points

    Option 2:

    2 X Executioner w/ plasma cannon sponsons, hull heavy flamer - 460 points, add an astropath or autocannons in the chimelta squads and an extra psyker to round it out


    CCS mount up in the vendettas and do a sacrificial alpha strike if I get first turn and my opponent has high value armour targets. PBS is there to weaken resolve deathstar units, so that my chimeras or vendettas can escort them off the table.

    I like the demolishers ability to threaten land raiders and instant death T4-T5 models, but the range sucks, and it can only ever put one wound on a MC. It also isn't great at taking out TH/SS termies, and I see those guys all the time now. The plascutioner on the other hand can reliably put a ton of wounds on a deathstar unit or a MC, and from 12 inches farther away. The only downside is the cost, and the fact that it can't even scratch AV 14. What do you guys think? This is basically my attempt to build a balanced list that can also reliably take down 10+ TH/SS termies, so keep that in mind when you reply.


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  3. #2
    LO Zealot SandWyrm's Avatar
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    Neither. You have other problems to fix first.

    First off, you are short on scoring units. You need at least 5 at 2K. So drop a plasma vet squad and add these in:

    115 Veteran Squad w/3 x Flamer, Demolitions
    115 Veteran Squad w/3 x Flamer, Demolitions
    115 Veteran Squad w/3 x Flamer, Demolitions

    They'll ride in the Vendettas. You now have 330 points left. That will buy you a Demolisher and a Vanilla Russ with a hull lascannon.

    Happy Hunting!
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    The vendettas could do with cheap SWS or PCS in them to make them scoring units. Just a second, I'll put up the 2000 point list I used early today that is very similar to this.

    The vet idea that kgoreham put up works very well too.
    Last edited by Hockeyman506; January 15th, 2010 at 06:11.

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    I like the idea of scoring vendettas, but how do I play them if they have flamer vets inside? Right now I usually keep them as far away from the enemy as possibly, moving 6 inches and plunking away at armor every turn. If I put flamer vets inside, should I rush them forward early on to get the vets into position? Or maybe take an astropath and outflank them? How do I stop the vendettas from being blown up by meltas or assaults if I play them aggressively like this?

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    LO Zealot SandWyrm's Avatar
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    Quote Originally Posted by jcage View Post
    I like the idea of scoring vendettas, but how do I play them if they have flamer vets inside? Right now I usually keep them as far away from the enemy as possibly, moving 6 inches and plunking away at armor every turn. If I put flamer vets inside, should I rush them forward early on to get the vets into position? Or maybe take an astropath and outflank them? How do I stop the vendettas from being blown up by meltas or assaults if I play them aggressively like this?
    There's a couple of neat tactics you can use with demo-vets.

    1) If you get first turn, scout them to within 13.5" of the enemy's line. On turn 1 you can then disembark your vets 2", move, and then charge his armor with your meltabombs. The Vendettas can then back up 6" and pop anything the vets missed.

    2) If playing defensively against infantry or seizing an objective, move the Vendetta up and drop off the vets in front of it. Then throw your demo charge and flame away. Just remember that the weapons hit simultaniously, so don't remove models (yours or his) from the demo-blast before you determine your flamer and lasgun hits. I did this against a squad of TH/SS Termies a few days ago and killed 4, plus a Librarian (340 pts total) in the drop. I did 19 flamer hits alone, wounding 10.

    Against Orks, Nids, IG, or Tau you stand a good chance of killing off the entire squad. As a bonus, your enemy won't be able to charge the Vendetta afterwards due to the infantry screen in front of it (So DO NOT charge in after shooting!).
    Come visit my blog at: www.warstrike.org

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    Thanks for the advice guys. Revised list:

    HQ

    CCS w/ 4 meltas, Chimera

    Elites

    PBS w/ 4 extra psykers, Chimera

    Troops

    Vets w/ 3 meltas, Chimera

    Vets w/ 3 meltas, Chimera

    Vets w/ 3 meltas, Chimera

    Vets w/ 3 flamers, demolitions doctrine

    Vets w/ 3 flamers, demolitions doctrine

    Vets w/ 3 flamers, demolitions doctrine

    Fast Attack

    Vendetta

    Vendetta

    Vendetta

    Heavy Support

    Demolisher w/ hull heavy flamer

    Demolisher w/ hull heavy flamer

    Demolisher w/ hull heavy flamer


    Switched a melta CCS to a melta vet, to create one more scoring unit. Had to drop the plasmas down to meltas to fit the third demolisher in, but I think the three demo charges should make up for the lost AP2. What do you think?

  8. #7
    LO Zealot SandWyrm's Avatar
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    The new list looks pretty good, but you honestly don't need 3 Demolishers. One or two is best. Use the 3rd slot for something longer-ranged that doesn't have to join the traffic-jam in the middle of the table. Hydras, Vanilla Russes, Eradicators, and Executioners are all possibilities you should consider.
    Come visit my blog at: www.warstrike.org

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