What I am about to say is a bit harsh, but I say it because I want to help you.
This army is not effective as it currently stands. I am also unclear as to the theme, as both special characters don't seem particularly suited to an army full of small Assault Squads.
Here are the reasons I believe the army will not perform well:
1. You have 40% of the army tied up in 7 models. In addition, over 25% of your army will be uncontrollable on the tabletop, and unable to fully support the rest.
2. The remainder of the army is not good at killing anything, with the exception of the Sanguinary Guard. Guess who's going to draw all the fire? You don't have a Librarian to provide Shield coverage, which would help.
3. There are far too many toys/supporting units. I think 5 Priests is too many. I suspect you could easily get by with 3, especially since the DC don't benefit from one. I realize the Priests are providing Power Weapons to the Assault Squads, but those Power Weapons would be much more effective in the hands of the squad Sergeants. Don't forget that the Priests are ICs, and can be singled out in combat. I would not expect them to live past the first round against any enemy that's remotely scary in CC.
The good news is that this sort of army can be very good, and you're already doing some things right. In particular, you've committed to the all-infantry concept, so you don't have a few vehicles weaken the list. What you will need to decide is to what degree you're willing to cut some of the toys and move wargear around to make the list more efficient. In particular, Astorath is adding close to zero combat effectiveness to this army, and the DC is a massive points sink that is bound to underperform against fast armies in particular. I'm not a huge fan of the SG either, from a competitivenss standpoint. I am not suggesting you cut all these things, but I do suggest you cut Astorath and either the DC or the SG. I also suggest you cut 2 Sanguinary Priests.
With the roughly 700 points I suggest you cut, I would do the following.
First, beef up those Assault Squads, max out the special weapons, and give the Sergeants a CC weapon. It is widely agreed that the default way to run a squad of Assault Marines with Jump Packs is 10 men, 2 Meltaguns, Power Fist. I suggest you take at least two such squads, and at least one squad where you replace the Meltaguns with Flamers and the Power Fist with a Power Weapon or Lightning Claw. Remember, you can always Combat Squad if you like the flexibility of the smaller squads.
4. You have close to zero ability to destroy vehicles. You cannot rely on the Death Company for this, as they can't be controlled. Infernus Pistols help, but the 6" range makes them a secondary source of anti-tank. Your Assault Squads are screaming out for Meltaguns.
Second, consider adding another element that would provide a little diversity to your army. I think the relevant things to consider are a Librarian, an Honor Guard with JPs and 4 Meltaguns, Devastator squads with 4 Missile Launchers, and Vanguard Veterans. Given your interest in converting, I think you might enjoy adding a Librarian and an Honor Guard. In fact, if you want to get clever and you can find 20 extra points, give the Honor Guard 4 Flamers and 4 Meltaguns. It's legal and gives you a lot of flexibility for a cheap price. The Librarian should probably have the Shield and Unleash Rage powers, and would compliment either the DC or the SG squad very nicely. Actually, you might consider something besides UR if you take the SG, as their Master Crafted weapons don't benefit as much from Preferred Enemy.
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