Not deterred at all are you?
lol.
If you're going to do this list, you should do it proper. You want to get a
SM allied detachment in there and add a librarian for the
GOI he can provide. I am not 100% if the rules are set up to allow the synergy it provides, so it might get corrected at the tournament itself. Basically, this makes your farsight bomb active turn 1 and right at the enemy's doorstep turn 1 as opposed to waiting for turn 2 for reserve rolls that may not even come.
I assume that you are deepstriking the bomb because i don't see why you would want to jump to the enemy player. If that's the case, the aforementioned reserve roll problems could make you lose the tournament. Your wasting a lot of points on something that isn't even on the board until turn 2+.
For troop choice. You have to few. Split up the 12 man squad so you have more scoring options. Split up your pathfinders so they can mark two targets. I don't know what you're planning on doing with the 6 with P.Carbines and EMP grenades. If you plan to flat out a devilfish to throw nades, you will be terribly disappointed. While i commend your trolltastic plan, it will not work the majority of the time.
You have almost zero counter to air. I noticed the Shas'ui in your
FW squad, which i assume will be manning the quad gun. If that's your plan you need to give him a target lock so he can shoot at a flyer and the rest of his squad can shoot at something else. Otherwise you're going to have a lot of dakka going to waste. It also will not be very difficult to remove that shas'ui from the quad gun, so this list will be very weak against any army that might have a few flyers. Believe me, you'll probably see them out there.
You have little to no long range support and you seem to be putting all your hopes and dreams into the death star. As we explained in the other thread, this tactic is not going to win you very many games. You don't see farsight bombs in any real tournament because there are a lot of easy counters to it. Cover saves do not mean anything in this edition. There are MANY different types of units that can remove cover. Even if they didn't have cover save removing options, a smart commander would know how to abuse the focus fire rules and easily pick off models that have very poor cover save relative to the rest of the unit. You're operating with a unit that has a HUGE footprint, so you can not expect all the models to be able to
JSJ safely. This brings me to my next point.
You're going to deep strike, shoot, and MAYBE jump to safety. You're relying on
2d6 to get to decent cover and i promise you that's not going to happen a majority of the time.
Finally, you have to remember that the other guy has 1750pts worth of stuff too. Do you think you can afford 2-3 rounds of a 1750 army shooting at you, while you only have...what...a hammer head to return fire? Even if the bomb does come down in good order, what if you can't get enough
VP with it to win the match? It's not a scoring unit so you can't capture points. If you go after infantry, that's one less unit that is going to be shooting at things trying to kill you. You're asking this bomb to do more than it can possibly do, even with the target locks.
As i have always said, i would advise against ever buying models with the sole purpose of doing this list. If you want to do something for gaks and giggles, then DO this list. But don't expect much from it. If you want a tournament winning list, I'd suggest this:
http://www.dakkadakka.com/dakkaforum/posts/list/30/513415.page
A poster on here by the name of Target won this tournament and was using this list.
My army list, roughly:
3x 18 Kroot + Hound
2x 18 kroot, sniper, hound
1x 17 kroot, hound
2x ethereal
2x4 pathfinder
3x skyray, blacksun filter
3x riptide (2 burst with skyfire/interceptor, 1 ion with interceptor)
Of course, this all boils down to your meta. You might be able to win against some players, but in the long run: