this will sure sound kinda funny first but please take your time and think about the following.
tactical terminators are not built for
cc.
so i would at all costs keep your termies out of
cc.
explanations:
1. powerfist hitting last makes you unreasonably vulnerabel to >60% off all standard units. they hit you first, many take some sort of champion with some kind of energy weapon, which will probably kill of 2-3 termies before they can act. furthermore standards usually have higher body count. so most units will just wear you down this way, even if they have no energy weapons at all they will just wear you down by shear numbers.
2. if you shock your termies close, to get into
cc, you will be counter charged the next round by any player who is not completly out of his mind. simple reason they hit first and get the bonus attack if they charge. bad chances for you. only exception here would be
ig soldiers and tau firewarriors. those will just move aside a bit and tear you apart with their big tank guns.
cc is no option for shocking or footslogging termies. if they are dangerous they will get blown to pieces when they strike. if they walk carefull enemies will keep out of range to charge you with specialists themselves.
3. tactical termies got a real nice amount of firepower. they can shoot down scores of infrantry in one round.
4. you can move and shoot full range. so against orks or similar, just move backwards and keep firering(my englisch sucksi know

). by the time they reach you there wont be too much left.
5. especially at this point level there will be much less ranged weapons that ignore you armour save than there are close combat weapons that do so. sure you still have the 5+ save but if you rely upon that to save you you're already doomed.
acordingly to those explanations above you would do fine dropping your
LC's in favour for fists and stormbolters. drop the chainfists aswell.
get 2 meltas for the bike instead of a flamer and a melter.
mixing weapons always means one shot is wasted.
tactically you would:
in general
- always take care a see to it that enemy
cc units cant charge you next turn. move backwards if necessary.
- avoid shocking if possible. you can't afford to lose a whole unit or get it moved to some distant corner of the board.
- take out most dangerous units first(!) - sounds stupid but in the heat of fire people get carried away easily. all that negates your armor save has to die first and fast.
- use cover. your body count is low. every units you lose hurt badly indeed.
against
cc/horde armies
- not shock termies
- move backwards, shooting,
- flank bikes and hunt enemy tanks.
against balanced armies
- same thing as
cc/horde armies
- hide from shooty parts of the enemies army
against shooty armies
- shock termies cunningly -> close to the enemy but with cover or blocked sightline to most of the enemy units. make them move to get a good line of sight and take them apart bit by bit.
- move cunningly behind cover. keep in clear sight only units you can easily kill with a volley of fire. take cover from all others.
- flank bikes again to get propper signal for the termies and afterwards hunt badass tanks (vindicators, demolisher, ...).
- if you shocked. and if you didn't die right away and if you got a tank in range you could charge it (this is only for the unit with the missile launcher!!!). but consider this: you will lose one round of shooting, since your termies will have to shoot at that tank which will probably be of no use due to too weak weaponry.
hmmn i think thats it.
see if its of any use to you.
i've played this way and it always worked for me.
sure you will have to be very very carefull but well.... that can't be helped whatever you do
BODY COUNT IS JUST TOOOOO LOW
greetz
sieek