by Toranaga » Sat Jun 07, 2014 1:38 pm
I've used the leman russ executioner to brutal success in my last two games, both against space marines. Each turn it reliably fried between 3-8 marines, depending on how many I could get under the template. If you can combine it with a lucky prescience, five plasma cannon shots will obliterate most heavy infantry units in the game, and the fact that it's about 20-30 points cheaper than before depending on how you run it makes it a very appealing choice. However I'd be hesitant about firing off all five plasma cannons at once without prescience (or the preferred enemy bubble from the aquila) as the chances of overheating get too close for comfort - in those cases I just fired the turret usually. The punisher is also looking very good - and in the same list it was reliably taking out a combat squad each turn give or take. 29 S5 shots (when armed with 3 heavy bolters) just hoses down any infantry. I must say also that dozer blades are a steal for only five points and the ability to take your ram strength up to 10.
Another unit that's been working very well for me is Armored Sentinels. 3 mobile lascannons for 150 points is a very viable alternative to a vendetta seeing as they start the game on the board, have more hull points and are generally harder to kill because of the new vehicle rules. They can also more easily benefit from prescience and the aquila, though often times I have more pressing beneficiaries of the prescience blessing (like the executioner, punisher, or a manticore). The sentinels can support your infantry blobs by being a mobile source of firepower, great screening unit for cover, and also half-decent as a counter charge unit (or at least to hold other assault units up).
In terms of counter-assault units for IG - I don't have much experience as my army is more of a gunline. I've used Yarrick in a large blob with a priest - they never got into assault but theoretically they could be good as you can hide lots of power axes in the squad and the priest gives fearless and re-rolls to hit and other situational combat buffs. I feel like such blobs act more as an assault deterrent as over watch from them can be pretty rough. I can also see a bullgryn squad lead by yarrick and a priest as being pretty kick-ass, though tough to justify as generally IG is much better at shooting and for the points you could probably afford an Imperial knight as allies.
Having three command squads is a bit redundant in my opinion, unless you're not blobbing your infantry platoons (why wouldn't you?). I've found having one senior officer is good enough, as I don't have enough infantry units to take advantage of more than 2 or 3 orders. I'd take two max, but I think any more is overkill unless you're running pure infantry MSU.