Well if they have 500 and 140+ guys in an army then you need fire power. You have 74 models which is a lot less then what they got.
Some questions
--Does your 2nd unit of thousand sons have a rhino?
--Why are terminators the only ones that don't have a transport? You have four transports, bike and winged prince then 2x5 foot sloggers?
Some suggestions
--Terminators drop mark of Tzeentch, don't take 5 combi-plasmas, add reaper autocannon, and maybe a land raider to one or both units. Also you could combine the units to make it ten (then you can't get a land raider) but you can add another reaper autocannon. Reapers add more shots and land raiders can dump then run amoke shooting and tankshocking.
--Try adding some more heavy support, havocs would be the best, x2 missle launchers x2 heavy bolters in a unit of 10, 6 bolters (2 shots sitting total 12) missile=2 templates, heavy bolters=6 shots) can wipe out units every turn easy.
The second unit of thousand sons does not have a rhino, it's basically meant to sit on an objective while most of the rest of my force moves up, I chose thousand sons for this as occasionally the guard player uses basilisks, and I think that the invulnerable save will be useful for that.
The Terminators are without transport as I intend to deepstrike them. When the bikers move up I will have 2 icons very close to enemy lines, I'm hoping to drop them near to some sternguards if I'm able, and unleash a firestorm of rapid fire plasma. This should kill around 6 , and hopefully I could follow it up with a charge the next turn. The Icon of Tzeentch is to help them withstand the counter fire that will be brought against them before they can charge.
Unfortunately they are not a lot of help against the guard player, I'm considering dropping one Terminator squad and picking up a Havoc squad in its place, some long range fire power could add some variety to the tactics I can use, and the squad that you suggested would chew through guard like a rat through an electrical cable. This would hopefully draw fire away from the Nurgle bikers, allowing me a greater chance of summoning my daemons around them.
Hey just a quick thought on the termis, you mentioned that as they are you don't see them being much help against the guard. Why don't you swap out one of the combi plasmas in each squad for a heavy flamer in each? Also don't underestimate how useful a heavy flamer can be against meqs just make sure you fire it first. lol. And one final part confused me slightly. You said that you figure you'll probably take out 6 stern guard in a turn of shooting, did you mean with only one squad or with both? Cause if it's both, lol that's some bad rolling on your part or some good rolling on their part.
Hey just a quick thought on the termis, you mentioned that as they are you don't see them being much help against the guard. Why don't you swap out one of the combi plasmas in each squad for a heavy flamer in each? Also don't underestimate how useful a heavy flamer can be against meqs just make sure you fire it first. lol. And one final part confused me slightly. You said that you figure you'll probably take out 6 stern guard in a turn of shooting, did you mean with only one squad or with both? Cause if it's both, lol that's some bad rolling on your part or some good rolling on their part.
The main thing I notice is the lack of powerfists and the like. A dreadnought etc can hold up your guys forever
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