My personal opinions are in yellow bold.Here are the unit numbers i usually use, with reasons:
Vanilla CSM: 10
They're comparatively cheap, so fill the unit up to 10 and throw them in a rhino.
Reason they are run in squads of 10 is to get the 2nd special weapon.
Plague Marines: 7
Magic number of Nurgle, and also they're freaking expensive. More is acceptable, but i don't find that the extra bolters benefit me all that much.
Main reason is that they are fairly hard to kill, and a small unit of PM's will live longer than a big unit of CSM. Reason to run say 3 squads of 6 rather than 2 squads of 10 is to maximize the number of special weapons and aspiring champions in the army. Personally i like running them in units of 6 in a Rhino.
Khorne Berserkers: 8
Again, magic number and cost consideration. Plus, anything over 8 tends to overkill like crazy, leaving you vulnerable during the shooting phase.
Depends. Id go with 9-10, but if the squad includes a champ with a PF (which it should) then 8-9 is a better number. If you run Kharn in the same unit as them, then 6-7 with a PF champ is enough (assuming they are in a Rhino/LR).
Noise Marines: 6ish
No personal experience here, but i get the impression that keeping them small and loading them up to the eyeballs with Sonic Blasters is the way to go.
5. Always 5. Just give them a Blastmaster and put them in a Rhino. No sonic blasters or champ upgrades.
Load them up with 5x meltas and go on a suicide run, usually with Outflank/Rhino.
Pretty much. Melta/Plasma depending on your local metagame.
Usually don't use this unit, because they're terrible from a competitive/efficiency standpoint. Fun in friendly games or for fluff reasons though.
Anyway, unit of 5 for running about stabbing things alone or to join Kharn in his Land Raider to stab things. WAAAAY too expensive for what they bring to the table.
I avoid these things like the plague (no pun intended).
TBH i think if your going to run a squad that small you shouldnt even bother taking them, TS's cost the most points the smaller the squad but eventualy they even out a bit, bigger i would say is better especialy since they have a 4+ invunrible which means they dont even need to hide in cover :3 plus mass S4 AP3 dakka is awsomenessPersonally, I would run Thousand Sons in groups of 5 (including Sorcerer) With either Doombolt for added fire or Bolt of double rainbows in a rhino. This cuts the cost of the unit, while still letting them be sort of effective. This, of course, makes you rely on the rest of your army to make up for the troops being easily removed, so double princes is almost a Must here, in my opinion.
Used with blast templates. Group hug the opponents squads and rain templates on them.Also why is LoS SOO amazing? (no offense to anyone suggesting it. Just nuts how often i see it referenced.
3 with 2 Melta.Oooooh ur so right! I didnt think about bunching them up 1st turn assaults. Thanks kingofcheese! And thanks to everyone elses input. (still curious about bikes