koooaei wrote:Take a block of 10 with weaonry, combatsquad them.
Take a bunker with an escape hatch.
Catapult your 2 combatsquadded guyz 18' towards the place you need them the most while simultaniously keeping them out of enemy's source of ap2.
Support them with other fast stuff.
They could probably be oki this way. I'm not sure if you are allowed to combatsquad in a building as it's not a dedicated transport.
You could ally in an Inquisitor with Liber heresius and take a unit of 6 Termies in a
LRC. Then use 2 ministorum priests from the A.M. codex and toss them in that landraider.
Use the Liber heresius to Scout the
LRC up first turn, thats a 12" movement. Wait out that first turn, move in to posistion with the
LRC and use its weapons. Then pile out, use the Inquisitor for either Fear, Hatred, or in the case of the heavy weapon, Split Fire. Then charge and use the two priests to reroll all failed armor saves and all failed to-wound rolls. thats a lot of 2+ rerolling.
You may also want to give the inquisitor some awesome grenades depending on who you are playing against. Rad grenades are always good though. So you might ask, how much does this unit cost point wise?
around 550+ maybe more for weapon upgrades and grenade options. But honestly I think this works better with the assault termies.