Hi Terrax, it looks like you have a 10-trooper vet squad, a 55-trooper platoon, and 2 10-trooper stormie squads for infantry. For vehicles you have a pair of
LRBTs and 5 sentinels. Your units themselves are solid. Here is some feedback (take it with a grain of salt of course).
Note that you did not really specify how you would plan to use your units. So I am just going to assume that you are going to start out with 5 line squads, your CHQ, and your tanks on the board and put your vets, stormies, PHQ, and sentinels in reserve for the purposes of deep striking or outflanking. At any rate, This is what I'd do with this list.
1.) Special and Heavy Weapons and Squad sizes
It looks like you plan on dropping your PHQ, vet, and stormie squads and setting up a static firebase with the remaining 5 line infantry squads. That's cool, but make sure you have the right tool for the job. Make sure each of your squad does a task and then kit that squad out accordingly. For instance, I really am not sure what you intend to do with your CHQ. It's not there for the morale boost 'cuz there' s no standard, it's not there for counterattack because their are no crazies with powerfists or eviscerators, its not dropping cuz I see no meltagun or plasma rifle love, and I don't see ranged heavy weapons for static ranged fire support. Your squad sizes look to all be max size and this really not need be the case. 5 or 6 stormies or vets dropping in will be just as deadly (and survive just as long) as 10-trooper squads. For instance, your vet squad could be a nice cheap 75-point 3-meltagun squad designed to drop and kill tanks (or in my case scatter and rarely kill tanks). Alternately, if you were looking for more of a static firebase unit drop the meltaguns and keep the missile launcher. Also, you seem to have designed a drop list without meltaguns. You might wish to reconsider by finding the points for 2 to 3 75-point meltagun drop squads. Also, give your PHQ 2 more plasma rifles. It will significantly increase the squad's ability to damage a
MEQ unit or the side of a tank. All for a mere 20 points!
2.) Sentinels:
I would recommend not running your sentinels in squadrons. Run four individually, and drop the fifth. Also, I have found that I much prefer my autocannon and lascannon sentinels to multi-laser sentinels. I only bring my multi-laser sentinels when running sentinel-themed lists. By the way, I have found that, with their new outflanking ability, sentinels really come into their own now and can set up some nice enfilade fire.
3.) Stormtroopers vs. Vet Squads
Your stormtroopers do not have the deepstrike ability. I strongly recommend that you give this to them. Note that 5-trooper vet squads tend to work better as cheap disposable meltagun units of death than stormie squads 'cuz they're cheaper, shootier with the 3rd meltagun, and anything in a guard army is sacrificial so who cares if they die after they take out the Land Raider. Unless you're keeping the stormies for reasons of fluff, or for reasons of getting a 2nd and 3rd troops choice, I'd just take a second platoon and vets myself. The stormtroopers vs. vet squads debate will not, of course, be settled here. Both units have their fluff and effectiveness advantages and disadvantages.
4.) Fluffiness Incoherency:
Note that two of these things do not look like the other. Everything in your list drops except the
LRBT's. So (assuming your theme is a drop troops theme), if ya go to a tourney, be sure to think up some fluff as to why paratroopers have tanks (perhaps model up
LRBT jump packs or put them on top of cargo slats with parachutes for backstory).
5.) Wargear:
Some wargear can really help you improve your game, but you sure do love your wargear. On one hand, standards and vets in your CHQ would be fluffy and darn effective. Also, when dropping, improved comms just proves to be so useful. Cost for both pieces of kit: 31 points. On the other hand, you have a bit too much wargear for my tastes (i.e. surveyors, storm bolters, HKM's on the sentinels, etc). I recommend ya drop items like that. Quantity not quality.
6.) Doctrines:
You seem to have only used up three doctrine slots. Might I recommend you add special weapons squads and then find the points for a flamer-demo charge squad. Much hilarity ensues when these suckers toss their charge out and have it scatter back on you! Seriously though, it can be an utterly deadly unit. Also, it can't hurt to toss in close order drill since its free and sometimes useful.
I hope my musings helped. Good luck.
IG, "We are many. They are few."