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![[Post New]](/s/i/i.gif) 2010/03/28 03:09:01
Subject: 1500 point Ultramarines - UPDATED
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Death-Dealing Ultramarine Devastator
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EDIT: through out the post this is the UPDATED list
Okay, here's another thought. I just played an objective game and I think this tweak would help. Let me know.
HQ - 175
Pedro Kantor
Troop - 345
Tac (10 man) ML, Flamer, Drop pod
Scouts (5 man) 4 snipers, Telion, Camo cloaks
Fast Attack - 190
Assault Squad (10 man), Drop pod
Elite -790
Sternguard (10 man) 4 Combi-meltas, Sgt w/power wep, Drop pod
Sternguard (10 man) 4 Combi-meltas, Sgt w/power wep, Drop pod
Dreadnought - MM, CCW w/ HF, Drop pod
Comes out to 1500
EDIT: This second list is the original; It has been on a wild ride since the start lol
HQ:
Librarian
» Epistoliary
» Terminator Armour
» The Gate of Infinity
» Vortex of Doom
Master of the Forge
» Conversion Beamer
» Space Marine Bike
TROOP:
Tactical Squad (10 man)
» Missile Launcher
» Flamer
» Rhino
- Storm Bolter
Tactical Squad (10 man)
» Missile Launcher
» Flamer
» Rhino
- Storm Bolter
Tactical Squad (5 man)
» Razorback
- TLLC
- SB
ELITE:
Sternguard Veterans (5 man)
» Drop Pod
» Combi-Melta
» Combi-Melta
» Combi-Melta
» Combi-Flamer
» Combi-Flamer
FAST ATTACK:
Bike Squad (3)
» Meltagun
» Meltagun
» Meltagun
HEAVY SUPPORT:
Land Raider
1500 points exactly.
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This message was edited 5 times. Last update was at 2010/04/22 01:41:45
Nivondu
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![[Post New]](/s/i/i.gif) 2010/03/28 03:36:36
Subject: 1500 point Ultramarines - rounded
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Furious Fire Dragon
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I like where you're going with it. My few quips and comments would be:
Storm bolters/HKM's on the rhinos may be overkill.
Drop pod tac squad isn't that scary. I'd go 5 man in a Razorback with las or las/plas. If you want to drop anything, use the sterns with combis or something.
The sterns are good with 2 las if you want them in that role, but they're really too costly. You could get the above 5 man tac with razor for similar points. I'd use the bolter ammunition to its maximum effect.. so combi-weapons and at most heavy flamers or something. A 5 man with only 3 weapons using their special rule just seems a waste.
The bike squad is cool, but if you're running them at 18-48+" range, they're really just wound soakers for the MotF. They won't be in range (or shouldn't be) to do much. If you want them to tank hunt, give them the meltas and detach the MotF when needed.
Is your Libby in the LR? He's a bit overgeared with termy armor right now.
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Zain~
http://ynnead-rising.blogspot.com/
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![[Post New]](/s/i/i.gif) 2010/03/28 04:16:25
Subject: 1500 point Ultramarines - rounded
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Death-Dealing Ultramarine Devastator
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Wow, thats some really good stuff there..
I think I will take most of the advice too.
I'm going to remove the HKM from the Rhinos.
Put the Sternguard in the pod with their ammo and maybe a couple combi weps.
Then, I will put the displaced tac squad in the Razorback as suggested with a LC
Oh, and give the bikers some meltas
I have the Librarian in Termy armor so he can use gate and vortex same turn, you think maybe I should remove the SB?
I will revise and I'll update.
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Nivondu
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![[Post New]](/s/i/i.gif) 2010/03/28 05:02:45
Subject: 1500 point Ultramarines - rounded
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Furious Fire Dragon
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I actually like the newer list. I yearn for some type of assault component, but really it's not needed. Vanilla SM don't really do that role as well as SW or BA.
I didn't realize that's why you were going with terminator armor really, but if it is, go for it. Give him a storm bolter if ya like.
I'd still trim the SB's from the rhinos and give that 5 man a LC, ML, HB.. or something better than 4 bolter shots from rhinos. The only thing I ever like SB's on is a dakkapred. That's a tank you will almost always want to shoot every weapon with and stay stationary. A SB adds that extra punch along the same lines as all the other onboard gunes for killing hordes.
Keep at it
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Zain~
http://ynnead-rising.blogspot.com/
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![[Post New]](/s/i/i.gif) 2010/04/14 17:34:37
Subject: 1500 point Ultramarines - rounded
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Death-Dealing Ultramarine Devastator
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Okay I've played the list a couple of times and there are likes and dislikes. One thing I really like are drop pods. They seem like the way to go if you hate footslogging.
So, I've made a revised list. More suited to drop pods. I need some help though in that I haven't played alot of assaulty armies. Plus since the first turn out of pod you cant assault I'll need to survive a bit too.
Here's what I have so far.
EDIT - Added Pedro, and power weapons
HQ - 275
Pedro Kantor
Librarian
» Dome
» Smite
Troop - 440
Tac (10 man) ML, Flamer, Drop pod, Sgt w/power weapon
Tac (10 man) ML, Flamer, Drop pod, Sgt w/power weapon
Elite -785
Sternguard (10 man) 4 Combi-meltas, Sgt w/power weapon, Drop pod
Sternguard (10 man) 5 Combi-meltas, Sgt w/power weapon, Drop pod
Dreadnought - MM, CCW w/ SB, Drop pod
thanks all
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This message was edited 5 times. Last update was at 2010/04/15 14:04:38
Nivondu
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![[Post New]](/s/i/i.gif) 2010/04/14 17:51:33
Subject: 1500 point Ultramarines - UPDATED
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Ultramarine Chaplain with Hate to Spare
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Yeah the last list looks a pretty good DP list, not a lot of bodies though. Wouldn't you be better of with Pedro instead of one o fthe libbies if you're taking 20 sternguard? Could really help you with objective missions?
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This message was edited 1 time. Last update was at 2010/04/14 17:52:20
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![[Post New]](/s/i/i.gif) 2010/04/14 17:59:43
Subject: 1500 point Ultramarines - UPDATED
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Sure Space Wolves Land Raider Pilot
Dallas Texas
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I would Nab Pedro for the second list. you could also drop a stern guard vet and put Pedro in his place with a drop pod. Shoudl be very vicious.
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"STRIKE WITH ALL YOUR MIGHT!!!!"
2,000 points and Growing
3,000 Points and Waiting |
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![[Post New]](/s/i/i.gif) 2010/04/14 18:24:44
Subject: 1500 point Ultramarines - UPDATED
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Death-Dealing Ultramarine Devastator
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Alright I took the suggestion, removed one libby and one vet, added Pedro.. hes actually better than i thought... and with a +1 attack to that Sternguard unit it could spell disaster for my foe.
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Nivondu
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![[Post New]](/s/i/i.gif) 2010/04/14 19:08:52
Subject: 1500 point Ultramarines - UPDATED
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Stubborn Dark Angels Veteran Sergeant
Lost in the warp while searching for a new codex
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Drop the Epoistolar upgrade and get two PFs for your Sternguard. Also drop the Deathwind launcher for 2 Heavy Flamers in each squad.
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I cannot believe in a God who wants to be praised all the time.
15k
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![[Post New]](/s/i/i.gif) 2010/04/14 19:46:32
Subject: 1500 point Ultramarines - UPDATED
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Ultramarine Chaplain with Hate to Spare
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Not just that unit as well all units within 12" gain the benefit, you should be able to buff at least 1 other unit.
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![[Post New]](/s/i/i.gif) 2010/04/14 20:17:50
Subject: Re:1500 point Ultramarines - UPDATED
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Nurgle Veteran Marine with the Flu
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If your math is right you're at 1525.
I would drop the Libby and upgrade your units with power weapons to take advantage of Pedros abilities. Your Tac Sarge will be swinging with 5 power weapon strikes on the charge. That's scary for anybody. I might also outfit some of your units with Plasmaguns for anti MEQ, TEQ, and MC. Don't forget that Pedro has that ordnance barrage thing. Sometimes you get lucky with it. I would also change the Dread into a TLC/ML variant to give yourself a little more ranged firepower.
Just some food for thought.
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![[Post New]](/s/i/i.gif) 2010/04/15 13:43:50
Subject: 1500 point Ultramarines - UPDATED
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Death-Dealing Ultramarine Devastator
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Latest edit. Gave all Sargents Power Weapons. Removed Epistolary from Libby.
A few questions. Now, for the points should I just remove the Libby altogether and take a Captian? The Capt. may have more survivability and could have more attacks on the charge. Also, I have quite a few combi-meltas on the sternguard maybe I could switch a few to combi-plasma?
I'm keeping the Dread as is because I shouldn't need the extra ranged firepower being drop pod pretty close and the multimelta is essential for killing tanks.
Let me know guys, and thanks again
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Nivondu
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![[Post New]](/s/i/i.gif) 2010/04/15 13:59:33
Subject: Re:1500 point Ultramarines - UPDATED
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Mekboy Hammerin' Somethin'
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I would find some points to get that last sternguard so you have 10 in both squads. The reason being if you have 10 have the option of combat squading when you disembark from the droppod. Nothing better than dropping in melta-slagging two tanks or destroying a transport and then shooting the squad inside.
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![[Post New]](/s/i/i.gif) 2010/04/15 14:05:57
Subject: 1500 point Ultramarines - UPDATED
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Death-Dealing Ultramarine Devastator
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Good thought. I used some of the combi-melta points.
Still enough there to have a chance at killing stuff too. Dread as a support tank buster too.
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Nivondu
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![[Post New]](/s/i/i.gif) 2010/04/15 14:38:03
Subject: 1500 point Ultramarines - UPDATED
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Stubborn Dark Angels Veteran Sergeant
Lost in the warp while searching for a new codex
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Drop the Power Weapons on the tacticals. They should be droped back field and does not belong in HtH. Use the pts to upgrade the PWs on the Sternguard to Power Fists and take 2 heavy flamers.
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I cannot believe in a God who wants to be praised all the time.
15k
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![[Post New]](/s/i/i.gif) 2010/04/15 15:19:23
Subject: 1500 point Ultramarines - UPDATED
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Death-Dealing Ultramarine Devastator
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hmm I don't know about this idea. If I drop them backfield I'm sort of leaving the rest of my force to dry. I would want to give them Rhinos so they didn't have to footslog all the way up to combat, but i need them in pods because of the half pod deployment rule. They wouldn't provide much of a diversion either since hopefully I would be in CC by the time they drop. Is there a tactical advantage I'm not seeing here?
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Nivondu
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![[Post New]](/s/i/i.gif) 2010/04/15 17:41:17
Subject: Re:1500 point Ultramarines - UPDATED
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Mekboy Hammerin' Somethin'
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I agree the power weapons are a waste. Tactical squad are relatively weak in close combat and should be shooting stuff up. Where you drop your pod is gunna vary depending the mission, your opponent, and how the games playing out. The Codex Astartes states that "the best laid plan crumbles in the light of an enemy" or something like that. Meaning you have to think on the fly. But here's a list based off what you have. Added Powerfist and one heavy flamer to Sternguard since they are gunna be your only hammer units, dropped the amount of combi-meltas cuase four have always seemed to work for me, removed the power weapons from the tacticals cause they are your anvil units, gave your Dread a Heavy Flamer cause Stormbolters are worthless and gave your Librarian the powers of Avenger to help toast units and Gate of Infinity to add some needed mobility. That's unless you running to alot of units with Invulnerable saves which then Null Zone and Sternguard Hellfire rounds rule. 1500 Pts - Space Marines Roster Elite: Sternguard Veteran Squad (12#, 510 pts) . . 1 Chapter Master Pedro Kantor @ 175 pts (Unit Type: Infantry; Krak Grenades; Iron Halo; Power Armour; Dorn's Arrow; Power Fist; And They Shall Know No Fear; Chapter Tactics; Combat Tactics; Hold the Line; Independent Character; Inspiring Presence; Orbital Bombardment) . . 9 Sternguard Veteran Squad @ 335 pts (Unit Type: Infantry; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol x9; Bolter x5; Combi-Meltagun x3; Heavy Flamer x1; And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod) . . . . 1 Sergeant (Unit Type: Infantry; Krak Grenades; Power Armour; Special Issue Ammunition; Bolter; Power Fist; And They Shall Know No Fear; Combat Squads; Combat Tactics) . . . . 1 Drop Pod (Storm Bolter) Elite: Sternguard Veteran Squad (12#, 430 pts) . . 1 Space Marine Librarian @ 100 pts (...in Power Armour; The Avenger; The Gate of Infinity) . . . . 1 ...in Power Armour (Unit Type: Infantry; Krak Grenades; Power Armour; Psychic Hood; Bolt Pistol; Force Weapon; And They Shall Know No Fear; Combat Tactics; Independent Character; Psyker) . . 9 Sternguard Veteran Squad @ 330 pts (Unit Type: Infantry; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol x9; Bolter x5; Combi-Meltagun x4; And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod) . . . . 1 Sergeant (Unit Type: Infantry; Krak Grenades; Power Armour; Special Issue Ammunition; Bolter; Power Fist; And They Shall Know No Fear; Combat Squads; Combat Tactics) . . . . 1 Drop Pod (Storm Bolter) Elite: Dreadnought (2#, 150 pts) . . 1 Dreadnought @ 150 pts (Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Dreadnought CCW; Multi-Melta; Heavy Flamer; Drop Pod) . . . . 1 Drop Pod (Storm Bolter) Troops: Tactical Squad (11#, 205 pts) . . 9 Tactical Squad @ 205 pts (Unit Type: Infantry; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Flamer; Missile Launcher; And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod) . . . . 1 Sergeant (Unit Type: Infantry; Krak Grenades; Bolt Pistol; Bolter; And They Shall Know No Fear; Combat Squads; Combat Tactics) . . . . 1 Drop Pod (Storm Bolter) Troops: Tactical Squad (11#, 205 pts) . . 9 Tactical Squad @ 205 pts (Unit Type: Infantry; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Flamer; Missile Launcher; And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod) . . . . 1 Sergeant (Unit Type: Infantry; Krak Grenades; Bolt Pistol; Bolter; And They Shall Know No Fear; Combat Squads; Combat Tactics) . . . . 1 Drop Pod (Storm Bolter) Validation Report: c-1. File Version: 1.06c For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Codex Chapter Roster satisfies all enforced validation rules Total Roster Cost: 1500 Created with Army Builder® - Try it for free at http://www.wolflair.com
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This message was edited 1 time. Last update was at 2010/04/15 17:44:18
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![[Post New]](/s/i/i.gif) 2010/04/15 17:55:39
Subject: Re:1500 point Ultramarines - UPDATED
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Savage Khorne Berserker Biker
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Here's an option for you
Mareus Calgar
Honor gaurd x 9 (including company champ and standard bearer)
landraider crusader
5 man assault termie squad
Venerable dread w/ twin linked las cannon
dread w/ missle launcher
5 man tac squad
5 man tac squad
1505 points of elite death dealers...nice.
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It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. |
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![[Post New]](/s/i/i.gif) 2010/04/15 19:05:25
Subject: 1500 point Ultramarines - UPDATED
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Stubborn Dark Angels Veteran Sergeant
Lost in the warp while searching for a new codex
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I did not mean that you should drop them as far back as possible. Just that you shouldnt drop then in the midst of all the stuff. Missed the Storm Bolter on the Dread, as General Chaos said they are horrible on a MM dread.
Go with his list would be my advice.
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I cannot believe in a God who wants to be praised all the time.
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![[Post New]](/s/i/i.gif) 2010/04/15 21:25:42
Subject: 1500 point Ultramarines - UPDATED
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Death-Dealing Ultramarine Devastator
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I think I will take his suggestions. Unless anyone else wants to chime in. Thank you all.
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Nivondu
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![[Post New]](/s/i/i.gif) 2010/04/20 15:47:33
Subject: 1500 point Ultramarines - UPDATED
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Death-Dealing Ultramarine Devastator
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Okay, here's another thought. I just played an objective game and I think this tweak would help. Let me know.
HQ - 175
Pedro Kantor
Troop - 345
Tac (10 man) ML, Flamer, Drop pod
Scouts (5 man) 4 snipers, Telion, Camo cloaks
Fast Attack - 190
Assault Squad (10 man), Drop pod
Elite -790
Sternguard (10 man) 4 Combi-meltas, Sgt w/power wep, Drop pod
Sternguard (10 man) 4 Combi-meltas, Sgt w/power wep, Drop pod
Dreadnought - MM, CCW w/ HF, Drop pod
Comes out to 1500
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This message was edited 2 times. Last update was at 2010/04/21 13:19:18
Nivondu
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![[Post New]](/s/i/i.gif) 2010/04/20 16:41:19
Subject: Re:1500 point Ultramarines - UPDATED
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Mekboy Hammerin' Somethin'
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You can't do a 5 man tactical with a drop pod has to be 10 man
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![[Post New]](/s/i/i.gif) 2010/04/21 12:58:08
Subject: 1500 point Ultramarines - UPDATED
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Death-Dealing Ultramarine Devastator
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Can I use the Drop Pod empty?
EDIT: Fixed.
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This message was edited 3 times. Last update was at 2010/04/21 13:14:04
Nivondu
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![[Post New]](/s/i/i.gif) 2010/04/21 13:35:20
Subject: 1500 point Ultramarines - UPDATED
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Mekboy Hammerin' Somethin'
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nivondu wrote:Can I use the Drop Pod empty?
Not sure what your asking here so let me say this
Can you drop an empty drop pod? If that's the question then Yes you can. You could deploy the unit on the field and then later have the Drop Pod land empty.
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![[Post New]](/s/i/i.gif) 2010/04/21 14:07:58
Subject: 1500 point Ultramarines - UPDATED
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Death-Dealing Ultramarine Devastator
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Take a look now. I've dropped that unit for an assault unit without packs.... they get a drop pod for free.
And to clarify the question should have been. Can I take empty drop pods in my list? They don't count as force organization but do they have to be associated with a unit?
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Nivondu
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![[Post New]](/s/i/i.gif) 2010/04/21 17:02:11
Subject: 1500 point Ultramarines - UPDATED
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Ultramarine Chaplain with Hate to Spare
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Can you drop an empty drop pod? If that's the question then Yes you can. You could deploy the unit on the field and then later have the Drop Pod land empty.
You could even have the unit deployed inside a different transport (say land raider) or have the unit stay in reserve but not inside their vehicle.
Can I take empty drop pods in my list? They don't count as force organization but do they have to be associated with a unit?
No all dedicated transports HAVE to be bought for a unit and ONLY that unit can start the game in that transport. But you can start that transport empty and any other unit can use the transport at a later date (obviously not in the specific case of a drop pod).
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![[Post New]](/s/i/i.gif) 2010/04/21 17:11:20
Subject: 1500 point Ultramarines - UPDATED
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Death-Dealing Ultramarine Devastator
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okay thats that. What do you think about the list?
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Nivondu
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![[Post New]](/s/i/i.gif) 2010/04/21 17:24:15
Subject: 1500 point Ultramarines - UPDATED
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Ultramarine Chaplain with Hate to Spare
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From the top assuming the editted OP is the newest list:
Vortex is a very powerful power but also very risky, to me not worth the risk, you'll in general get better results with less back fire from avenger or smite.
10 man tac squads are fine. The 5 man needs a little work. The SB on the razorback is a waste of 10 points, it will never help against soething you want that TLLC firing at. Use those points to give the Sarge a combi-weapon. Then the 5 man squad could actually sort of be a threat to someone/thing.
Strebnguard are OK but look like you are suiciding them on their own. Yes you get 3 melta shots to take down that tank but that's 185 points in the unit and 2 KPs you are basically throwing away.
Bike squad needs to be within 6" of the enemy to do damage the MotF needs to be at least 42" away to do maximum damage, how are you going to use that squad? You;re either wasting the conversion beamer or the meltas. Rethink how you are using that squad. Personally I'm not a fan of the MotF unless you are needing HS slots for dreads.
The LR is a very expensive way of getting 2 TL alscannons into eth army. I'd take 2 hybrid Preds instead (AXC/LC) and save yourself 10 points. That way you get 4 lascannons and 2 autocannons and 2 targets for less than you're paying for 2 LCs and 1 HB... The LR only becomes points effective when you are using it's transport capabilities (which is why in general the LRC and LRR are the better options).
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![[Post New]](/s/i/i.gif) 2010/04/21 17:32:15
Subject: 1500 point Pedro - UPDATED
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Death-Dealing Ultramarine Devastator
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sorry for the confusion, the list at the top is now the most current list. . .
The 2nd list is the original list posted. I just didn't want to edit it out of the post.
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Nivondu
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![[Post New]](/s/i/i.gif) 2010/04/21 17:48:22
Subject: 1500 point Pedro - UPDATED
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Ultramarine Chaplain with Hate to Spare
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Right that makes more sense.
First off remember Pedro is an Ultramarine as my avatar proves (don't let poeple tell you he's a crimson fist).
Here's the issues:
Drop pod is an awful choice for the assault squad. They can't assault out of it so have to land near the enemy and hope the nemey don't simply walk away whilst blasting them to hell... I'd make them into another Tac squad.
The sternguard Sarge's need to keep their bolters for spec ammo so it is the bolt pistol you are swapping out, which means you're not getting the bonus attack for being double armed so you are miles better off with a lightening claw (against most opponents even with the double armed bonus you are better off with the LC). Same points so just swap those in on the sargeants.
I'd consider some heavy flamers in the Sternguard squad or at least some combi-flamers that way you can manage horde as well as mech and if needs be you can combat squad hit the tank/transport with the melta and ten fry to gooey contents with heavy flamer and combis  . I had 6 SG with just 1 heavy flamer take out 15 Orks in a single turn of shooting last time out with my new build Ultramarines.
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