Castitas wrote:Well, the list could be worse for facing a death wing assault... If it is a true death wing then you are right in fearing 3 termie squads showing up.
Most of the death wing I face follow one of two plots. Either a) deep strike half in turn one or b) roll forward in a land raider.
A. has a lot of shock and awe to it, but requires the opponent to do a good job in choosing targets as his terms will be clustered together. Hit him with any template you have in range first, and follow it up with melta guns. (the key is wound saturation) don't underestimate the power of
FRFSRF on a termie. Weight of dice does the trick. The real pain in the butt is death wing has some ability to target more than one thing and twin link on the turn they deep strike. So keep valuable guns hidden inside the blob to prevent them from getting killed off by the first round of stormbolter fire. And spread out in your deployment to prevent heavy flamers from wreaking havoc, use ur #s to deny easy deep strikes where you don't want them. After that it's all about burrying them in dice.
If they go with the land raider option, they wont have much else and again melta is your friend. You can deploy back as far as possible to get one more round of shooting, or use harked as the sacrificial speed bump to get them to expose the juicy termie insides for your good
AP... But personally, with such a low model count army, I usually prefer to play keep away. Be aggressive your melta, it's your best bet against a land raider.
In both cases, they likely won't have much on the back field objective, if anything (death wing assault may not deploy anything until turn 1). I'd use harkers infiltrate to start close and snag or threaten their home objective.
Good luck! Guardsmen shouldn't be afraid of terminators, terminators should be afraid of guardsmen. "there's just too many of them aaagghhh"