How to pwn nurgle marines part II
Ooo-kay, now that I have a better idea of what is going on it is easier to see what went wrong.
The units your army list consists of seems okay to me - but the details of the units are where you can improve your army\'s performance (upgrades for instance).
First, the nurgle guys:
If ALL his marines had FNP, which means that they are actual plague marines - then he CANNOT have an invulnerable save. Period.
The terminators: they can ONLY improve their T to 5 by taking an icon of nurgle - but that icon will not give them access to the FNP rule.
The commander: same as with the terminators, the commander can only improve his T, he won\' get FNP by taking a mark of nurgle.
I think that you have identified the right fire priority targets, of course a lot depends on terrain and deployment but I would concentrate my fire on his units in this order:
Rhino
Defiler
Marines
Commander
Terminators
I want the rhino dead, or in-operable first thing, as usually marine players go 12\" towards you on turn 1, disembark 2\" towards you measured from the now sideways parked rhino (which is conveniently creating a wall for his other troops) - and then they rapid fire and splatter an entire guard unit all over the place... that sux.
I can imagine that his lord was in the rhino too? Or was it a deepstriking termie-lord? If he was in the rhino you have even more reason to shoot it first thing.
You don\'t neccessarily have to destroy it, if you get an immobilised result, or stun it (and he doesn\'t have extra armour or the possessed upgrade!) - move on to another target.
It is a good thing that you know how dangerous the defiler can be, but don\'t try to kill it with your demolisher... back on that later.
Next priority depends on what is most threatening to you right now; are the termies here yet? No? Then kill as many plague marines as possible - usually they will be more dangerous and kill more than the terminators - but people have a tendency to think that the terminators are the most threatening unit and pour an excessive amount of in-effective fire at them which they will just absorb.
The reason a unit of plague marines usually kills more of your army is that such a unit is usually larger than a termie unit.
Depeding on what configuration his commander is, this guy can move way up the priority list - if it\'s a fly/jump pack lord you have to kill him as he will slaughter a guard unit every turn. If it\'s a DP you HAVE to kill it asap!
Your army:
I will try not to change your army too much, but I really feel that you should get rid of either the terminators or the regular grey knights. I suggest that you ditch the regular GK\'s.
They are very effective but they take up too many points of your main army.
A guard army with GK termies is an effective combo. You don\'t need additional GK\'s.
Furthermore, I would get rid of the carapace doctrine as you have to give it to ALL your infantry and that\'s 20 points per squad*3 (as you have 3 guard inf units) = 60 points, ask yourself: what can I get for 60 points? Answer: MORE special weapons, when you play guard there can be NO half-measures.
Oh, I just noticed that your army is illegal...
You have to fulfill the FOC from your \"parent\" army list, which is guard - so you have to include a guard troops choice more. It looks like you just took a basic platoon, but the platoon com. sqd is not an HQ choice.
The regular GK\'s do not count as a compulsory FOC choice.
Is it 1000 point armies you\'ve got?
Is FW stuff allowed?
Try the drop troops doctrine - a 5 man vet. unit with 3 melta-guns should kill the defiler if you deepstrike them close enough (be bold with deepstrikes, it scares your opponent! Even if you lose the sqd. to a deepstrike mishap, just shrug and say I\'ve got more - psychological warfare IS a part of this game you know

).
You can also try the light infantry doctrine, which allows you to set up your infantry after he has deployed - and you don\'t even have to give it to everybody in your army unlike carapace armour.
Get your command squads 4 identical special weapons, I am biased towards 4 flamers or 4 melta-guns - but plasma is also pretty good unless you roll a lot of ones...
I use FW stuff, and have 3 centaurs (fast open-topped vehicles with room for 5 guys), which allow me to easily reach a perfect spot for flaming infantry, 4 flamers deal a LOT of wounds, which will often kill special weapons, aspiring champ\'s and icons because of how wound allocation works.
I go with 2 com. sqds - one is my HQ, the other is my platoon com. - both units have 4 flamers each.
The last centaur has 5 storm troopers with 2 plasma- or meltaguns.
It works almost as well by deepstriking these units or by disembarking them from a chimera (though that is a more risky than staying inside a centaur).
As I said it the first post, plague marines HATE AP2 weapons, your best AP2 weapon is a large template from your demolisher: use it to kill plague marines! It is equipped with 2 plasma cannon sponsons and a hull lascannon, right?
You mentioned that you have bought 3 lascannon teams, try infiltrating them (with light inf doctrine) so they get a perfect line of fire to either the defiler or the rhino.
Hope I gave you some ideas here, make a new (legal) army list and post it here.
Good luck
