I'll have a whole lot more to write about this later, but just on first glance, Plague Marines aren't T5. More to come!
Automatically Appended Next Post: Weapons: In general I would add what platforms they are capable of coming on. Many times it's not the weapon that's unpopular, it's whatever can take it. Bolter math is a little fuzzy. For Flamer I would add that Havocs can be tuned into a kickass assault squad with 4, and I would also emphasize them being the cheapest weapon in the codex (often getting more results at a time than many others). Lascannon is good at *light* armor, ok at anything else. Multi-melta can also be used if you don't want to risk getting burned by a Plasma gun (even though it's
TL, so that's kinda silly logic). Plasma Cannon is also on Oblitz. Nobody takes Plasma pistolsanymore, to put it in a nut shell, and they're stupidly over-priced for screwing your charges up. They were priced to be able to rapid fire, which they can't. Reaper Autocannon has shorter range than an Autocannon.
Powers: Warptime lets you pick, read the definition of a Re-roll in the rulebook. "A re-roll is exactly as it sounds - pick up the dice you WISH to re-roll and roll them again." So there isn't room for interpretation beyond that as far as I'm concerned. This also lets you stick in combat if you need to by missing or failing to wound. Doombolt and Wind of Chaos have massive synergy with Warptime. Bolt of Change is a crappier, longer-range Melta that costs too much. Leave the AP1 to real guns. Fists help you win Assaults, and makes Chaos better than regular marines in a definitive sort of way in
CC.
Marks:
Khorne - In a 10-man squad, treat it like Counter-attack for 3 points a model. The extra when charging is just gravy.
Tzeentch - Forgetting something? Let's you use two psychic powers a turn. AKA, Warptime+Wind of Change.
Nurgle - PRETEND boosts toughness by 1. This is really important to include.
Daemon Weapons: Suck for being strength 4. They have specialized uses, but that's it. Not to mention you have to waste an
HQ slot on something with a power weapon at strength 4 (they really couldn't fit a 5 or 6 in there?) that will get insta-gibbed every single game.
Characters: Who exactly is Kharn sucking off? That just confused me. He will also be insta-gibbed every game. Havocs are a better flame retinue for Huron than wasting points on non-infiltrating Chosen.
Chaos lords can insta-die, and Daemon princes can last longer. Even with tucking in a unit, they tend to do a hell of a lot more.
Chosen: Please note that if you're going to put ANY
CC upgrades on them you might as well get termies, as they're so much better for the points.
Possessed: You leave out something really important that they lose: Guns. Rhino gets popped? Have fun getting mowed down by fire. They outlive their usefulness quickly, and without power weapons will not be able to swing combat in their favor against any decently armored opponent much of the time.
CSM: I love. Read my article in my sig
Plaguers: Aren't T5. Totally forgot Defensive Grenades. Can take two specials beneath a 10-man squad, so technically some of the best flamer carriers in the game. If you have any spare points and haven't used up both slots, take two flamers for 10 points.
FNP also works when seeing if "Gets Hot!" kills you.
Noise Marines: Only justify themselves when kitted out if they stand still for 4 turns of the game and have targets for those 4 turns. For 25 points you get 1 1/2 standard
CSM. Total waste of points
IMO.
Zerkers: Also note that they lose their good gun.
Bikes: Aren't T5.
Spawn: They're scary in high numbers and have randomly really good Assault range. They're just over-priced tar pits, and are great for locking up things with Power weapons and the like since saves are a foreign concept to them.
Havocs: Love 'em.
Pred: The dakka does not match the cost.
Rhino: I consider myself a bit of an expert on (feel free to disagree though

). You'll rarely more slow enough for Havoc Launchers to make their points back, so always, ALWAYS take the 5 point extra
TL bolter. Against hordes on a bunch of Rhinos it's invaluable. In Nightfight you will get extra shots for your searchlight to go off. At the very least, you pay 5 points for a bonus immobilized or weapon destroyed result. Awesome as hell.
Lesser daemons: definitely good for tieing up power weapons. They won't win combat on their own. Their ability to assault when they come in is what you're paying for for the most part.
Greater: All of my
CSM Champs have P-fist and Combi-melta, so 65 points. I can find something that the
GD can take out for 165 points the turn he comes in nearly every game. The more champs you have, the better position he'll come in. Great for when you're losing a combat or are destined to lose a squad anyway. In a game I played last friday I had a squad win combat with just an Icon bearer and a Champ left. They hopped in another squad's Rhino 'til
GD came along