The reason I built this list around the Capt. is that he can take two specialist weapons and still has an invul. save. The libby/reclusiarch/chappy either have AP4 (or 3 with a force sword) or strike at I1 with a fist. Our
HQ's stink in H2H especially now that challenges are a thing. The Claw and Fist allow the extra attack and I get to choose between
AP 3 or 2. I guess I could go with a Libby in
TDA with
SS and a Force Sword......not sure if this would be more usefull. It might be, but you lose a wound, are -1
WS, and drop to I4 and it costs 5 more points...
The sang priest in the
DC squad is to give the chappy and capt
FNP and as a last resort challenger. It will allow the captain to use his 4 or 5 attacks against
PA and hopefully be able to pick a squad up with either combat res or sheer number of attacks from the unit. It has worked well in practice games thus far, but yes it is a gamble with that many points in one unit.
DC need to have an assault vehicle or their potential is wasted. The only one that seems to be viable is the
LRC. It can take a lot of hits and still deliver the
DC to the fray. A lucky melta shot can end that pretty quick though. Again, the
BA have lost a bit of punch in 6E, but I feel this list is still pretty hard hitting.
As for the Libby with the scouts, Monster Hunters and home objective holders. Sniper scouts stink at hitting and I feel that the buff from the libby will at least negate that a little

.