I'll usually take the first turn with my Flesh Tearers because my army is fairly small and I want to be in close combat quickly or risk losing too many models to shooting. There are a few exceptions to this rule, like if I'm planning on Deep Striking the majority of my army or if I'm playing a mission with multiple objectives (it's really nice to have second turn then since you can swoop in and contest/capture objectives and your opponent can't do much about it). All in all, going first or second isn't something you should decide beforehand - instead look at the situation and decide which would be most advantageous each time.
1) If I go second the enemy usually knows stay back and let me come to them in CC anyway as I have paper thin armour and vehicles it's not hard to shoot down and if I've gone second I've wasted a turn with possibly loosing some models before I even get there.
2) It allows me to move closer before to threaten them and also means I can position Ravagers better to destroy enemy tanks to stop them killing mine and also giving me something to charge turn 2 or 1 if possible
im very shooty with my current build and so is my buddy whom i play the most. he went first and lit me up yesturday, which really screwed me for the game, not to mention my utterly destroyed terminator deep strike failure turn 4. i wish i had either gone first and shot the hell outa him, or deployed in a more reserved fashion, not deep striking my terminex. I'm back into fortyK for fifth and trying to find my feet again. practice, practice, practice..
I chose second, not only to counter maneuvers, but if it's an objective mission, the player going second will have the very last turn, giving them more of a chance to grab/contest objectives at the last minute.
Depending on the army I'm facing, and what I'm playing, I might choose to go first however. For example, if I'm playing a mechanized army and my opponent seems to have a lot of long range, high strength shooting, then I'd choose to go first.
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