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I’m not a big fan of servitors in general. Plus you have a mixed squad. You would probably be better off just taking one kind of gun, if making a shooty squad out of them. But I’d just drop the lot of them and put the tech in with the sternguard (or some other squad)
Unless you are podding, I’d leave the combis at home on the sternguard. They are very expensive, and need to get that alpha strike to get their points back. In a rhino, they are going to be popped in the backfield and shot up before they get to range. I’d also cut the MM. IMHO the only thing worth dropping the special ammo for is a HF. You are also mixing roles here again, which you should avoid unless you plan on combat squadding.
I might juggle the gear around the VV squad, but they probably have a good amount of toys to play with. I’d put one of the SSs on the sarge, in case he gets into a challenge. And probably a LC. Swap one of the other shields to the axe guy. Take the sage’s fist and give it to the 2xLC guy, turning him into a fist/claw blender. Keep him in the middle of the squad, away from harm.
You scout squad could use a LSS. I’d keep them at 5 men, and cut the SB from the sarge. For the points you pay it is not significantly better then a bolter.
I know you get the bolter drill with the HB, but I think your points would be better spend on a plasma gun for the tac squad. Again, stormbolters are not worth the points.
HBs and MMs never want to be shooting the same thing. This load might have been a little more viable in previous editions, but is very lackluster now. I’ve been flying HB/TML speeders with some success. If you feel you need more AV, 2xMM is another solid choice.
Bikes would be better with grav over plas, but should work as-is.
Dread is good.
The Dev sarge is never going to fire his stormbolter. He’s going to spend his time making one of the LCs BS5. And even if he did want to shoot something, anything the rest of the squad wants to aim at he’s just going to spang small arms fire off of the hull.
Plasma pistols are overpriced. I’d drop it for points.
Dread is a decent all-around build.
A single MM is not going to get much done. And while he takes his one shot, the rest of the squad is going to sit back and watch. I’d either go full melta, or none at all. With your list overall, I think you could use the melta. MM/M, c-melta
I’m torn on the evis on a marine. It’s a lot of points for a 1W, 1A guy in power armor. That said, it will rip tanks in half. It’s worth investing in a vet sarge, and I’d take an axe over the sword here. The chaplain can take any challenges, and a little extra AP2 is always handy.
Overall, I’m not sure you gain a lot from having two chapters here. You might be better off with one larger force, and take advantage of formations. Which is something you should probably look into anyway. I might also reconsider some of the transport options to make a hybrid drop list. You already have one pod. Swap the sternguard’s rhino for another one. Getting the third would not be hard, you have a few units that could fit. This gives you a more solid hammer coming down from orbit.
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