At T3 5+ armour and 4+ cover(from
ADL), 5 trueborns won't make the difference, at 10 bolters, you'll take about 2 wounds on average, if you fail that
Ld test, they'll be lost(snake eyes for under 25% regroup isn't gonna be easy), using 3 of them would minimise the points loss.
I have never considered a footlist for
DE, but how about this?
HQ
Haemie w/hexrifle x 3
Elites
3 trueborns w/ 2
DLs x 3
Troops
20 kabs w/ blaster & 2 splinter cannons x 3
3 wracks w/hexrifle acothyst
Fast attacks
6 reavers w/ 2 heat lances x 2
5 scourges w/ 2 HWB
Heavy
Razorwing jetfighter w/ 2
DLs, twin-linked splinter, 4 mono, and
ff
Fortifications
ADL w/ quad gun
Should come to 1850 points.
The 3 haemies will deploy with a warrior blob each, 1 of the warrior blobs will go with the gun, putting a splinter rifle guy on the gun so your haemy and
SC can do some 36" sniping. The other 2 warriors blobs then match forward, taking advantage of covers and terrain on your way, staying at 18" is probably your safest bet against anyone who can assault you, pretty sure even a tact squad can beat your blob in assault. Deploy your sniperborns far apart but try to overlap their threat bubble, 2
DLs won't be enough to wreck any vehicles, your hex-wracks will also be character/special weapon sniping with the hex-haemies. Can consider deep striking scourges if you lost 1st turn.
IMO, if you want missile on your flyer, go with razorwing, you want voidraven for the S9 super lance, not its AI ability. Switch the
DLs on razorwing to dissie if you want better AI, I kept them as
DL in case you need that extra
AT power, as I expect 1850pts games to have quite a few vehicles... Keeping the missiles mono as S6 is a 2+ on T4 units anyway, and the AP5 will make sure you actually do a good deal of wounds on 5+ blobs(ie ork boyz).
Feel free to drop a blaster on the
ADL manning unit, drop the hex-wracks, etc to make space for other things.
And lastly, good luck.