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For the sake of a handful of points, I'd recommend a supporting psyker. I'm not sure which (if any) guard psykers have access to Divination, but an Inquisitor does if they don't.
A Stormlord is essentially a dakka bunker. Yes, you can transport a tonne of dudes, and yes, you can move fast. But spending ~500 points on rapidly moving guard infantry towards an assault they really don't want to be in is not a great proposition.
You want to be dug in to a good, central position, using All Power To Weapons! every turn and firing with all your sponsons and secondaries every turn. If you can get rerolls to hit with the Vulcan (see above), you're getting the equivalent firepower increase of a third Vulcan megabolter shot every turn.....that has to be worth the investment, right?
A fully sponson-laden Stormlord puts out more S5/S6 firepower than you can shake a pointy stick at. You shouldn't need support in dismembering light vehicles, skimmers, bikes and medium/heavy infantry. Where you'll come unstuck is managing heavy tanks (especially those with a 48"+ range), superheavy infantry (with a 2+ save and feel no pain/multiple wounds/T5/etc) and fast assault units who can get in and thump you with thunder hammers, meltabombs, etc, etc.
As a result, a stubborn (ideally fearless) infantry screen would be good. Priests, as noted, can't go far wrong. One, maybe two (for security) Priests can provide fearless to a solid 30-50 man combined squad that enemy elites can charge into and spend the rest of the game trying to cut their way free of.
Having the tank and skirmish screen as a 'home' unit frees up the wolves to be your aggressive force - thunderwolves, drop pods, stuff to get in your opponent's face fast and take out his armour with meltaguns and assault troops.
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