For future reference, it's not a good idea to ask for advice and then state "I'm a little resistant to major chances (for example, I just got finished painting the Ratlings, and now I want to use them)". From my experience, this will lead to people pointing out weaknesses, followed by you trying to debunk that weakness. In the end, it comes down to a waste of time for the posters to bother helping you.
Assumin I am wrong, I'll post my ideas.
1) We're talking guard here. No need for anyone, other than RR's ofcourse, to be armed for CC. Anything and everything armed with a LP/CCW needs to change to a lasgun period.
2) You're playing DT's right? I would drop the banner and the HI and grab COD since you'll be in base to base when you land. May as well get the benefits for it... Generally, the HQs are used as suicide sqds also, so there's no need to give them ID. This saves you VP's and provides the Doctrine slot to get COD.
3)You want Ratlings? Your call. Since you must keep them, what about dropping their # a bit. Points wise, I see them getting closer to earning their points back being at 5 or 6. 10 just aint gonna cut it...
4) DT's need Improved Comms.
5) HB x3 on the Demolisher.
That's all I can think of ATM. Good luck.
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