Deuce11 wrote:If you want the option of a bomb (i run one and like it) drop the landraider and give your termies a pod.
Congratulations you play something that is not allowed.
Thunderfires can be great but you have him undefended. Also despite the range I think you should rely on flamers, if anything it is ranged antitank that I would worry about the lack of which could be the dreads you suggest.
The elephant in the room is how do you expect to get a 'raider across the board in one piece. About a third of your points are resting on this to work.
Usually this means having so many tank targets that the enemy either forgets about it or concentrates on it which relieves the entire army, this is easier at higher points.
Then we have the sternguard librarian thing. In someways I like it. You have a nasty drop pod that can combat squad take out two tanks and generally is win.
Most armies could reserve to prevent this attack but then you have a turn of peaceful movement to get into melta and flamer range, actual deepstrike/outflank armies tend to be shorter range so getting into range is not a problem. Also you have given them gate so what is the worry?
Also giving sternguard an
inv. save is a nice touch.
However it takes up loads of points that could be used to help your army work.
Also I think you would be better with two permanent meltaguns and maybe a few combimeltas to really hit home and use Vulkan.
I would run some sternguard in a rhino then maybe a librarian with gate with them if you really must.
Else it is possible that a librarian with gate and termy armour to run with 7
SS/
TH termies would be better than the landraider for getting them into the action. If you land them close in the first turn they will be doing their job by the flak they take whilst your army moves up.
That is a few of my thoughts