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Very light in scoring models for a 2000 point list.
IH Chapter Tactics are a pretty okay choice for this list, since you seem to be relying on vehicles a lot (IWND is nice to have for razorbacks).
My guess is the idea with the tac squads is to hide in the Razorbacks for most the game, and pop out only to use the meltagun or to get onto an objective on turn 5. To make that work, you'll have to try to keep your Razorbacks positioned so they get cover saves, and just generally play conservatively - they're not durable, and they're going to attract a lot of fire. This wouldn't be a problem, except that you really seem to rely on them for providing firepower.
Grav bikers are good, but they are serving sort of split purposes here. If you play aggressively with them and take advantage of their firepower, they might not live to score. If you hang them back and use them for a late-game dash to score, you won't take advantage of their firepower. My guess is that you're planning to run them with the Chapter Master, he's a good shield for them - but careful about getting into close combat, as your chapter master might get challenged, leaving your bike squad to get slaughtered by what they're fighting in close combat. The CM will be a major source if killing power in your list, so don't just run him straight into the maw of the enemy army - nothing will put his mortality to the test like 2000 points focused firepower. Since you're using IH chapter tactics, and intend this list to be competitive, consider using the Clan Raukaan suplement and giving your chapter master the hilariously OP Gorgon's Chain.
I'm also concerned that there doesn't seem to be much follow-up for your drop dreads - they usually serve the purpose of distracting your opponent so that you can move up the rest of your force, but that doesn't seem to be what you're going for in this list. I personally think you should run 1 dreadnought, drop the assault marines completely, and invest the points in more troops (bike troops would be the best).
Running assault marines in a drop pod is cheeky, but ultimately not a great use of points. In this list, it seems like their only purpose is enable the delivery of 2 dreadnoughts on turn 1, and provide a couple of flamer templates for a shooting phase or two.
Be advised that Stormtalons can only use the escort rule with units from their same detachment, so if you're thinking about flying it in with the stormraven, think again.
If you have a Predator, consider using that instead of the Devastators (to take advantage of your chapter tactics). 6e is a bad edition for vehicles of course, but the idea with Iron Hands is to spam a lot of them (giving your opponent too many targets for is AT weapons to effectively deal with). I do see you're running Coteaz with the Devs, so if you had some strategy in mind, go with that.
I don't play Grey Knights, so I can't really comment on that section.
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