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']['Ritha][
12th October 2009, 05:12
You know, now that this is officially a space for stuff like Warmachine, I'm just going to start posting lists and crap.

eKreoss
^Crusader
^Crusader

Vilmon
Paladin
Paladin

Choir x4
Daughters of the Flame
Daughters of the Flame



Basically, the theory behind the list is the Daughters skirmish and kill infantry (Under eKreoss' feat they get 3 auto hitting attacks that deal auto damage- instant infantry death), the Crusaders head for the heaviest targets, and the Paladins prove a solid defensive backbone while giving long threat range high damage potential. Close with the enemy, pop eKreoss' feat and destroy them. Alternately, save the feat another turn and use it for an apparently suicidal attack directly into the enemies heart, using the multiple attacks and auto hitting to punch a hole for Vilmon to charge the enemy caster with his 11 inch threat. Two auto hitting pow 15 weapon master attacks will take out most casters.


This list won me my first Mk2 tournament (Which consisted of my first ever Mk2 games) earlier today. It really butchered my opponents, though the Daughters often died before I could use them for anything. In fact, the Paladins and Vilmon were by far my most effective pieces, assassinating two casters and saving my skin multiple times. Paladins that can walk and go into Invulnerable Wall are amazing, amazing things.

PUFNSTUF
14th October 2009, 13:18
can this handle heavy jack lists?

']['Ritha][
14th October 2009, 18:24
That was my main fear, but it actually does fine. With eKreoss dishing out boosted armor piercing attacks, two heavies rolling in at P+S20 and tons of pow 14/15 weaponmaster freestrike (Or charge) capability, it deals pretty well. If I were to give up the daughters, I feel I'd be to light on the anti-infantry.

eKreoss' feat really helps too. Extra attacks on the weapons masters (And the heavy jacks, too) really helps make moosh out of pretty much anything.

Kuarnix
15th October 2009, 02:06
I would destroy it with my buddy Alexander Karchev! No really though, you're probably okay...I'm not sure really how scale and size works in MKII yet, nor have I played with the (more finalized) rules, so it is difficult for me to comment. All I know is that I could take 3 Juggies, minimum Uhlans and mechaniks or something. Mmmm, armor.....although with the new rules, I suspect it'd be a better build with 2 mortars. I would like to play against that sometime though!