Even with the shield eternal and artificer plate, I'm not convinced about running the chapter master on his own.
He's three hundred points and no harder to kill with bolter fire than a half-dozen marines. Also, I'm not sure you can master-craft relics.
I would do a bit of re-arranging if possible.
Missile launchers want to hang back, so give their sword brethren bolters, whilst the multimelta squad will be advancing into range where a bolt pistol and chainsword is a decent choice.
I'm not convinced by mixing weapons in a devastator squad. Yes, you can combat squad, but in some games (purge the alien, big guns never tire) you don't want to, as this offers twice as many kill points and makes said kill points twice as easy to get. Besides which, anything worth shooting with two flakk missiles is generally worth shooting with four.
Putting the flakk missile launchers into the Imperial Fists devastator squad (where they get tank hunter) and the multimeltas into the black templars squads (where they get crusader to get them into 2D6 melta range faster) seems to work better in my head.
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