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Your termagaunts are either meant to hold objectives (which your tervigons can easily do), or tie up enemy assault units.
Your DoM is your main unit for dealing with the paladins. If he can't kill them in 1 turn through life leeching and blast templating them, charge in with lots of gaunts and try to tie them up for another turn. You will more than likely lose the entire squad of gaunts eventually, but as long as just 1 survives and keeps the paladins in place an extra turn, that = 1 more turn of life leech from the Dom + another blast attack assuming the DoM lives through another round of shooting.
3 Trygon Primes is a waste vs GK's. They won't perform as well as vs other armies and are mainly just here for attacking dreads, opening up rhinos, and drawing fire. They WILL die and that is their main purpose in this fight; so make them cheap. Go with the plain old Trygon and no upgrades; or with adrenal glands if you have spare points. ANd just take 2, not 3.
Use the extra points you have now to get more genestealers.
Another unit to consider would be a group of Shrikes with lashwhip/bonesword and optional toxin sacs. Treat them well; don't let them get shot to death, and you have a nasty unit that will murder practically any nonvehicle it attacks. They will kill almost any deathstar, including the paladins. The only thing that will keep the paladins alive in your game is that grandmaster with the grenades. If the GM dies or splits, the paladins will get massacred. If you're in a desperate situation, you can charge them while the GM is still there... but now you're at the mercy of those grenades rolls.
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