Okay, to begin
1. Grenade launchers are generally regarded as crap, they may be cheap, but they are too low strength to be used against vehicles with ease and too low AP to be an anti-MEQ weapon. If you already have them modeled or simply like the models, go ahead and keep them, if not i suggest plasma guns or meltaguns.
2. MoO has to sit still to fire his artillery shot, and Grenade Launchers are mid to short range assault weapons. I suggest if you do take the MoO that you remove the grenade launchers and keep them far in the back.
3. Now as for the list itself I see a few problems
a. You have very little anti-MEQ firepower, and will likely rely on volume of fire to kill MEQs. Nothing inherently wrong with that, but most people prefer that MEQs don't get an armour save.
b. You have no long range anti-tank firepower and limited short range anti-tank firepower. While missile launchers could glance an AV 14 vehicle to death, you may be better off with lascannons.
c. Without some type of cover I doubt your basic Guardsmen will last long, you may want to purchase some cover or some transports.
4. Before the FAQ I would have shamed you for using the LR Punisher, but due to the fact that lumbering behemoth is gone in favour of the LR being a heavy vehicle, you can move and fire all your shots, giving you 29 str 5 and 3 str 4 shots. if you have the points Pask might be a fun option, particularly since he adds +1 to penetration rolls, meaning he can shred flyers (an average of almost 5 str 5 (+1 to the pen roll makes them effectively str 6) hits per turn will mess up most flyers).
|