@ wrong points tally: I'm sure my specific points adding was incorrect but I was using the Army Creator mobile app so I assumed it was correct overall with 1850.
@ Belial: Well I love Belial

and I especially like how he can bring terminators in with no scatter. What I'm attempting to do is build a decent fluffy army but as competitive as possible using the new
DA codex to the best of its ability. I actually wanted to place Belial in with the group of 10 shooty termie troops...The group of 5 assault THSS termies were to be placed 6 inches of Belial's teleport homer just as support to soak up shots (perhaps a waste of points). Because of the lack of mobility in my list, I didn't want Belial's unit hanging out to dry after their Twin-Linked Death Wing assault. I also love how Belial can turn terminators into TROOPS...Again with the lack of mobility with my army. It must be essential to have one unit of Terminators hold an objective in my opponents deployment zone...My list was depending on that to be honest.
@ mobile Tacs: no I intended to have the Command Squad sit with the Company Master (the power-field generator giving the standard bearer a 4+ invul) and two other full tactical squads be in range to receive the Dakka Banner boon as my main battle line holding an objective. The other squad I wanted to foot slog on the other side of the table and/or hold another objective closer to my deployment zone while my Deathwing Assault is the hammer blow (maybe not haha). That's why it's nice to have Belial in there because if I'm heavily depending on my Deathwing Assault blitz - I'd rather just be safe deep striking them in without any possibility of scattering. I think the best replacement to him would be a Chaplain to re-roll failed hits during assault.
@Libby: If my libby was to deep strike in with terminators...I wouldn't want to give him the PFG because doesn't it give a 4+ invul to any model (including enemies) within 3 inches...If I was to assault that could be a fail or did I totally read the rules wrong?
1. The Chainfists...You're right, I considered that...Two of my termies already have chainfists so I may as well use that for 10 points over a useless combi-plasma.
2. I think I've answered that.
3. Yeah if I drop the Dakka Standard alone that gives me one
WW...Although I do love the idea of the 2/4 salvo! Lots of people seem to be against it, perhaps I should leave it out of my main list...But when fighting against light armoured horde armies like nids and Orks...I think this standard might be an essential.
4. agreed...
5. Sure I'd love some
devs...My local club plays 1850 points and as I mentioned, it sounds like people are abandoning the vehicles for the most part...But you never know, maybe they're tricking me...
6. Does the Libby do this with the prescience boon from divination?
7. I'll definitely recalculate my points tomorrow. Unless my Mobile app is outdated (or was never right in the first place).
I hope I'm writing properly...Long day at work, 3am but let me explain every unit that I have access to and perhaps you guys can make further suggestions of where to go with this list.
Just keep in mind; I love Belial, shooty termies AND Tactical marines

I'd prefer to have at least 3 x 10 squads of tacticals in any list - unless you can really demonstrate to me why it's not necessary. It might be tempting to swap one tactical squad for a 1x5 scout team with sniper rifles +
ML. This combined with the swapping of the
CS +
CM Might get me my whirlwind and
Dev sqaud.
HQ:
Interrogator Chaplain
Belial
Librarian
Company Master
Command Squad
Fast Attack
5 Assault troops w/ jump packs + force axe
6 Ravenwing bikes 2 w/ Plasma guns (melta would be better I think)...I tend to have a grudge against the bikes. Everyone tells me how amazing they are, but I'm more of a defensive player in all aspects. I've watched every single available 6th edition
DA battle report online and I can't say I've EVER seen any good results with the ravenwing bike squads (Except when one player was cheating and incorrectly using the Dakka standard against an inexperienced 6th edition Orks player).
Troops
Something like 40+ tacticals with assorted weaponry...
15 Veterans (I intend to just use them as regular tacticals for the Guardians of the Covenant Fluff's sake). I also have lots of magnetizing to do on them and my termies especially.
Elites:
10 Deathwing Terminators
1 Deathwing Command Squad (These would be the Assault termies/Knights)
Heavy Support
1 Whirlwind
Assorted Devastators...mostly plasma cannons, 1 multi-melta, 2 las and I think 4
ML. If I was to use a Libby, I think he would be best hiding in the back with a
Dev squad to re roll their failed hits.
Now question with PRESCIENCE...I thought it says the boon allows an entire UNIT to re-roll failed hits. But i've been corrected before saying it can only benefit one single model within 12 inches?
Transport
1 Rhino.
That's it for Vehicles unfortunately.
To sum it up...The changes I think are most logical now would be...
1. Drop the Dakka Standard for a
WW
2. Drop the Company Master for a Rhino that will give one tactical squad more mobility. now for a more mobile tactical unit, which heavy weapon is recommended? I think plasma gun is always a great choice, perhaps a multi-melta and definitely a power fist on the sergeant.
3. recalculate my points and try to fit some Devastators in there...
Now that you see all the units I have...Please feel free to add strong suggestions. I would never be offended by any constructive criticism because that is why I'm here
And I apologise that I am so hesitant with the bikes. It might be best to get some losses under my belt to open my eyes to their importance. For now, I'd prefer to build a list without them until I get more experience.
thanks I really appreciate any criticism that is given to me!
Automatically Appended Next Post:
Alright...Can't seem to sleep tonight.
***************
Here is a revised list
HQ:
- Belial = 190 points
-Librarian (Master
Lvl 2) = 100 points
;I'm unsure if upgrading him is the right way to go. Nice to spare the points but all divination casts are 1 warp charge each (meaning mastery 2 can potentially cast two spells each turn?) Prescience is a given but getting the chance to use Foreboding, Perfect Timing, or Scrier's Gaze are interesting. The other spells could also be beneficial if I was to roll on them too.
Elites
- 1x 5 Deathwing Knights (GoTc Paladin Guard

w Perfidious Relic of the Unforgiven (worth it?) = 245 pints
Troops
1x 10 Terminators w/
AC,
CML + x2 chain-fists and THSS on Sergeant = 500 points
1x 10 Tactical Marines w/ Multi-melta + plasma gun + power fist = 250 points
in Rhino w/ storm bolter + extra armour (50 points)...I figure if it's 1/2 small vehicles I may as well put some points into its defence. Any thoughts on the Hunter Killer missile?
1x 10 Tactical Marines w/ Plasma-cannon + plasma gun + power fist = 195 points
1x6 Scouts w/ sniper rifles +
ML
Heavy Support
1 x 10 Devastators w/ 3x Las + 1 plasma cannon (Libarian here)
1x Whirlwind
Total = 1849
I feel this list would be more mobile, versatile and effective.
My concerns now are
1. Need to get some scouts asap
2. Are the upgrades on Librarian and Rhino worth it? Would it be a better points investment to increase the # of scouts?
3. Would it be wiser to have 4 las or 2 plasma cannons in the
dev squad.
4. How are HKM's?
Tactical ideas and issues
1. The Devastators are in cover in my deployment zone, most likely holding an objective. They provide long range heavy support - especially to the Deep striking terminators. The Libarian will improve their shooting.
2. Belial's deep strike with a 1x10 full out shooty termie unit will do as much split fire damage as possible with Death-wing assault rules. The Paladin's deep strike safely within the range of Belial's teleport homer to distract my opponent and soak up shots with the shields. Hopefully survive long enough to smite an important target. Belial's unit will be seeking to capture and hold an objective behind enemy lines.
3. Scouts can either infiltrate on the opposite flank as the Terminators or hold an objective in my base. I'd position my Whirlwind in cover to provide better support to them.
4. Tactical Squad #1 will be advancing at forward objectives in the Rhino and can also provide support/ distraction to the scouts.
5. Tactical Squad #2 can either hold an objective in my deployment zone or advance in support of either flank (or combat squads and achieve both)
6. Can Belial only be grouped with "elite units?" Would I be forced to stick him with the Knights?
Cheers