lion_el_johnson wrote:I could be mistaken, but besides smite can only cast each power once per turn in matched play. Whilst the send astropath isn't a terrible idea as a contingency, you won't be casting it on two units in a turn.
Both can strip cover and deny the witch. Even if he gets only one diet smite off on a tactical squad, it's paid for himself twice over (assuming average of two mortal wounds on 1D3).
I would change the main gun on Pask. The Vanquisher cannon is trash-tier. Call it a regular battlecannon if you're taking it because that's what's modeled on the tank. Since you already have the
MM on it, I would just go for a Demolisher cannon for better range synergy and improving the overall damage output of the tank. Though, in all honesty, I've been drifting towards making Pask as cheap as possible lately because I rarely get to fire with him since he's usually killed/crippled by the alpha strike. Even behind a building, a Storm Raven/Doomscythe just zooms overhead and deletes him. If there's not a lot of fliers at your local store, this is less of a problem.
Wouldn't bother with the medipacks and platoon standards, there's not many targets worth healing for the former and Commissars make the latter redundant. Again, if you have them modeled, just say they're regular guardsmen. The Command squads can also be a good place for special/heavy weapons since they have a
BS of 3+.
Ratlings should be split into two groups of 5 if you have the Elite slots. They have leadership 5, which means if they lose two, there's a 50% chance 1 or more will run. In a 10 man squad, if they lose 5, you will likely lose 3-4 during morale. Also, plan on them shooting at
BS 4+, not 3+. The +2 to cover bonus is a trap. 4+ saves on toughness 2 models doesn't do much. And the worst case scenario of Imperial Fists Intercessors means they're hitting on 3's, wounding on 2's, and completely negating your save from 30" away. You're going to have to keep them out of
LOS and make constant use of their move-shoot-move ability to keep them alive. They can receive the leadership bonus from the Commissar though as they are still Astra Militarum so if you plan on tying a Commissar to them, they can still be a 10 man squad without worrying about morale as much.
Infantry squads could probably drop the vox network. 6 inches goes a long way with company commanders and you already have a platoon commander to babysit a conscript squad on the advance. I keep mine modeled because I think they look cool and just let my opponent know before the game starts.
You have the right main weapon on the Sentinels. Would not bother spending the points on the Chainsaws though. Feel free to model them on, but -1
AP on a single attack is just not worth it.
The Basilisks should probably not have heavy flamers, as you're spending a combined 18 points over the two heavy bolters for a single 1D6 overwatch attack. Also, if they're getting assaulted, it's likely GG anyway.
As a side note, since you're starting out and still building the force, make sure you magnetize all main/sponson weapons on your tanks/sentinels. It's a pain to do it at first, but it's so much better than trying to tear apart an existing tank or buying a new one after a nerf/buff/
FAQ cycle. Makes storing them easier too as you can just pluck the weapons off if they're at an awkward angle in the foam tray.