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Welcome to Dakka and the Space Marines.
I think chaplains are better bare-bones. I’d save the Teeth for a captain.
If you are putting the eviserator on the sarge, don’t bother with the melta bombs. If putting it on a random guy in the squad, then it can be worth it. Although you probably want to get the sarge his own power weapon in that case. Not sure if the combat shield is worth it. a 6++ invuln is not something that can be relied on. But it’s only 5 points, so whatever... Not sure if the extra bodies in the squad are worth it, trim them if you need points elsewhere.
Tac squads generally want to be on the move, grabbing objectives. You might want special weapons, rather then heavies. Some melta might not be a bad idea (with c-melta sarges to back them up) Plasma/flamers/grav also have their place.
I’d not bother with a vet sarge on the dev squad. Rhino is a bit of an odd choice, except for thematic reasons. They are not going to be moving around much if you place them well.
You can’t just take spare razors in a demi-co. 3 can be for your tac squads, but the 4th doesn’t have a home. Unless you drop the rhino you have listed for the devs, or take jump packs off someone.
Dread should be fine
It seems a shame to run the VV naked. They get their toys at a significant discount, might as well take advantage of that.
Terminators can’t take pods. I’d also recommend adding a chainfist in there.
Assassins can be fun, but can also just evaporate under fire. Should be OK.
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