Pretty tiny model count for a 3k game. At that large of a point value, there will be plenty of ap2 to knock off your SG like they're nothing.
Keep the one with Dante and the priest, add in a lv 2 jump libby for a chance at an invuln save power, taking out the other priest. Nix the other SG squads for jump death company.
Also inferno pistols on SG were cool when Dante could no-scatter them, but even with 1d6 and rerollable due to angel wing, I still wouldn't trust my luck to put me within 3" of an enemy vehicle for melting. Pretty much the only time I'd go for an inferno SG drop is if they're the SG that come in Dante's Avenging Host formation. (Which, assuming Dante is the warlord, don't scatter at all.)
Your one razorback is in a literal dead on arrival position. It's the only light armor in the list, with no real saturation to make it useful. Upgrading the weaponry is just tossing good points after bad. Nix it. Have the tacs either ride in the raven (giving that DC squad jump packs to move them out of the way,) or change them to scouts.
Speaking of the raven. TL assault cannon > TL lascannon.
Might consider a bastion or bunker, or even a defense line for the devastators. A bastion is big enough that it can block LOS to your knight!
With some of the points you save by cutting down to DC from SG, and dropping the razorback, get a few 5 man jump ASM with 2 meltas and a combi-melta. I trust 6" melta range with 1d6 scatter a lot more than 3".
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