This guy is a great
HQ. I assume he is going with your servitors? I ahve found that he wroks a bit better with more agressive henchmen. With
LD`10 stubborn, 2+ save, and an AP2 weapon, he can really help a shooty henchmen unit in close combat as well as the shooting phase.
ordo xenos inquisitor
psyker
rad and psycho nades
plasma syphon
power armor
I think that this guy is a bit too expensive.
I would keep the Psyker upgrade and the Rad Grenades
Psycho nades are inconsistent and not really needed. With psyker and rad you will win most combats anyways
The plasma syphon is a bit silly as well. It only has a 12" range, only effect certain weapons, and is just not consistent depending on the enemy list.
Power armor could also be dropped, as this guy should never be in the front of the unit and should never accept a challenge.
Heavy support
dread knight
heavy incinerator
This is good. I like it.
Troops
10xstrike squad
2 psycannons
MC deamon hammer
psybolt ammo
10xstrike squad
2 psycannons
MC deamon hammer
psybolt ammo
Decent build here. You may find that the Hammer on the justicar is a bit of a risk, as he can be killed in a challenge before he can swing.
6 psykers
3 servitors
3 acolytes
Decent build here as well, but I think you could have an Inquisitor with a Hellrifle and Psyker here instead of coteaz, and have coteaz go with a Strike squad. Are you using 2x
FoC or not at this event?
6 psykers
6 acolytes
For a psyker unit, I like to go for the full 8 when I can. It just gives me more options of what to shoot at. If you can find the points, this unit would work well in a rhino, as it only needs one firepoint.
Elite
vindicare assasin
Decent choice as well. I have found that he pairs well with a techmarine. Bolster+Stealth=2+ cover save, which is really great. The techmarine can then replace the Rad grenade inquisitor.
10 paladins
banner
warding stave
4 psycannons
2 hammers
2 swords
4 halberds
I like the unit build a lot actually. The only issue is that you are spending a lot of points on a big deathstar unit that is not scoring. It may be possible for the enemy to just ignore this big brick of a unit, and focus fire your troops so you can not take objectives and win that way.
Transports
rhino
searchlight
rhino
searchlight
You should probably list the transports next to the unit that takes them, as to avoid any confusion. I assume these are for the strike squads?
Overall, your list is short on a couple of things
1) Scoring units
You have 20
MEQ bodies, and 2 large units of henchmen. This is an okay amount of scoring units, but you could use another if you can find some points.
2) Long Range Firepower
This is an issue that almost every
GK list has. Your shooting is mostly 24" or less. This is not bad, but you may want some more long range shooting. You have the long range blast weapons, but you might want some long range single shot guns for Flyers/Mech
Dreadnoughts (2x
TL Autocannons, Psybolt)
Razorbacks
3) Transports
Basically, you either want to mech up most of your stuff or not mech up at all. 2 rhinos will die fast. Having more transports would give you more target saturation. The dreadknight and paladins help there as well as they are vulnerable to anti-tank stuff as well.
4) Flyer Defense
Your list might also benefit from an Aegis Defense Line. The gun can kill flyers, It protects you henchmen on foot, and terrain is often sparse at tournaments, so bringing your own is very powerful.