is easy to waste a turn missing everything and blowing all you missiles with BS 3 and then you only have a lascannon to shoot the re eat of the game making that Valkyrie almost useless
Is the 'snap shots only' thing with Ordnance still in, too, because I seem to remember Hellstrike Missiles being ordnance (unless that's changed).
Inquisitorial Detachment
HQ - Warlord - Inquisitor with Carapace Armour, Bolt Pistol
and Power Sword
Elites - Warband - 2 Jokareo, 3 Acolytes in Carapace with Plasmaguns
If these guys are footslogging - and there's no transport for them in the list - they really need some warm bodies to absorb bullets. Losing a 20+ point special weapon with every failed save is not appealing...
Also, Inquisitors are some of the best 'dirty tricks' models in the game - just taking them with a power sword when they're not that great in assaults is a bit of a waste.
~Servo Skulls prevent scouts and infiltrators overruning you turn 1 and/or make your grav chute drops much more accurate
~ Heavy bolter Servitors provide some of the cheapest antipersonnel firepower in the game.
~ All of the relics are awesome. The Tome of Vethic is probably the best, but it's also the most expensive.
~ Cheap acolytes are massively shooty
One of my personal favourites:
Ordo Hereticus Inquisitor
~ Psyker
~ Force Axe
~ Psyocculum
~ Tome of Vethic
~ 3 Servoskulls
Henchman Warband
~ 9 Acoltyes, Carapace Armour, Stormbolters
~ 3 Servitors, Heavy bolters
The henchmen cost less than the price of a marine tactical squad, and kicking out about twice the firepower at 24" range. A nice Anchor unit.
The inquisitor provides scatter/infiltrator control by his servo-skulls, and boosts the unit.
- If the enemy has no psykers, then take a divination power and if it doesn't appeal,
Prescience twin-links 18 stormbolter and 9 heavy bolter shots a turn.
- If the enemy has a psyker, then you improve the squad's protection from witchfires and maledictions, and the squad becomes a lethal BS10 firebase.
Tome of Vethic pairs well with this against Dark Eldar (Night Vision) and Tyranids. It's especially scary against nids because things like a tervigon or hive tyrant are both psykers and monstous creatures - a unit with this much small arms fire getting BS10 and Monster Hunter means even bolter shells become dangerous...
The Tempestus Command Squad is perfect for a footslogger unit. Dig into some decent cover and sit there issuing "Autonomous Fire Sanctioned!" and watch marine squads be shredded like paper. It's not easy to use but the hotshot volley gun is hands-down the scariest thing the Militarum Tempestus have access to, with firepower not far off two Reaper Launchers strapped together.
The other squad.... depends on your plan. You'll need to press forwards to get any advantage out of hotshot lasguns, so flamers aren't a bad plan. The bolt pistol pairs well for slightly improved crowd control.
Militarum Tempestus Airborne Assault Formation
HQ - Commissar
HQ - MT Command Squad with 4 Hot-shot Volleyguns
Troops - MT Squad 6 with 2 Meltaguns
Troops - MT Squad 6 with 2 Meltaguns
Troops - MT Squad 8 with 2 Plasmaguns
Fast Attack - Valkyrie with Lascannon
Fast Attack - 3 Valkyries with Heavy Bolters and Multi Rocket Pods (obviously as its the formation they don't have to run as a squadron, so won't)
Much as I rave about volley guns, in a unit that's arriving by valkyrie drop, they're not the ideal weapon - on the turn where you have magic twin-linked fire, you're stuck with something not much better than a rapid-firing hotshot lasgun. Either plasma guns or grenade launchers might be a better buy.
The melta squads are fine. Frankly I'd leave them at 5 - the purpose of their existance is to protect the two meltaguns and frankly if your opponent turns any meaningful firepower on them they're going to evapourate. Treat them as dead men walking, accept the loss and don't invest points in keeping the unit alive.
The plasma gunners are a more enduring squad and should live long enough to contribute to the battle for longer. More importantly, if you're rapid-firing plasma guns into a squad, you're in range to shoot it with hotshots - I'd put the two "spare" scions from the melta squads in here and make it full strength (unless you planned on the commissar going in here?)
I'd keep the Valkyrie with a multilaser and spend the points on rocket pods instead. Unlike Taurox Primes, Valkyries have Navy crew and are only BS3.
The main weakness of the list is surviving long enough for the Air Assault Formation Detachment to arrive. You need to survive a minimum of 1 turn - maybe two if you screw up your reserve roll (and/or your opponent pulls out a dirty trick like an Officer Of The Fleet, Chapter Master Lias Issodon or a Callidus Assassin).
Against an ork or tyranid army which can't do much to you on turn 1, you're probably fine. Against a tank company, or a marine drop pod assault, something like twenty warm bodies in carapace is probably not enough. I may be being paranoid, but it's the same reason I get nervy about trying a legion of the damned army...