. . . . And this is where the tactics come in
Firstly you have teleported the termies in somewhere, so they are the only 'target' your opponent has. Now assuming Honda's strategy and that the opponent has used scouts to protect his deployment zone, they may well be lurking outside the enemy perimeter, but are feeling very,
very lonely. Worse, they have no protection against enemy A/c other than their RA and whatever cover they are in (
which is precisely why Steve54 has tended to avoid this particular tactic with his Chaos Terminators). Last, but not least, the Termies are really the only anti-titan force you have in this list . . .
So it is essential to plan your first few activations with these factors in mind. For example
- You could put the TBolts on CAP, and plan to waste some more time trying to get him to move out of position. Ok, so the termies are fairly robust and with this in mind, you have hidden them from most of the enemy formations.
- You could drop everything ASAP putting the entire army on the table to confuse him with multiple, mutually supporting targets. But now he has the initiative and can move to counter the potential threats.
- You could drop one or other force using the termies to support or even 'knock down the gates' as appropriate. This attempts to reduce the number of enemy formations by aggressive action, but potentially leaves your forces even more exposed to a counter-punch.
I am sure there are other tactics, but each has benefits and drawbacks, and as Rug suggests all are ultimately dependant on you getting the best results (which the dice may foil).
In my experience, the Marine air-assault army is very much make-or-break. It tends to provide some really *exciting* but usually brief games that often end up 5-0 to one or other player.
One last thought on the list; with all the eggs in one basket so to speak, while you are expending most of your energy destroying the opponents army, you do need to plan how you will get to the other objectives on the table to actually win the game.