Marmatag wrote:A melee army around Guilliman would move, what, 8" a turn? That doesn't sound very threatening.
Not sure you've really thought through the mobility it has.
8+
D6+1" turn one, everything else in Land Raiders preferably and Termies in teleport strike who will drop next to him for the +1 charge. Vanguard vets in Land Raiders to get out for a 15" pre charge threat range. They can jump over screening units to get to guard tanks very easily. Or the jump over a target unit and charge its rear stopping that important unit from falling back. If you run a Crusader and have Calgar with Honour Guard, Lieutenant and Chapter Ancient with Banner of the. Emperor Ascendent you have a very large area of buffs to close combat with guys re - attacking after death.
I have I used this multiple times now and can easily get 7/8 charges off turn 2 and once it's in combat it is lethal. Yes you'll lose guys but it actually increases an already impressive damage output. This is a much more efficient means of dealing multiple wounds when you have 5/6 units covered in D3 and flat 3 damage weapons than a few lascannon predators where Guilliman isn't really using his close combat abilities.