Thanks for the feedback!
First off, i guess i do need to clarify why i am doing what i am doing.
0 - Thanks, i feel the same, army looks damn good
1 - I agree, but there is nothing cheaper in marine codex to fill the troops slots in the batallions. I am aware that guard would serve me a LOT better but there it is, unfortunately.
2 - I need all the
CP's I can get. I use 5 before the battle (which i can not regain) for 2
BA relics and 2 to get captains to have black rage. Turn 1 i usually use 6
CP's, bar any for rerolls. Flakk Missile, Hellfire shells, Weapons of the dark age, Upon the wings of angels and descent of angels. I can(and often do) use 3 more if i want either
DC or the captain to fight again. So, without any
CP regen, I would be looking at 14
CP's spent at the end of turn one (without any rerolls, which i usually use 1-2). I could also use 2 more if my captain died in the fight phase and i want another fight phase...you see where i am going with this
I have 2 means of getting them back with this list, one is UM trait and the other is Veritas Vitae, and even with both of those, i tend to run out of
CP's turn 2. Again, guard would give me 3rd one but i do not want any guardsmen
3 - Point of these devastators are the Hellfire Shells / Flakk missile stratagems. With the cherub, you get to do 2d3 mortal wounds with each stratagem and you can continue to do more mortals on subsequent turns.
4 - I completely agree on this one. They would gain more. I kind of want them to advance and charge but in reality they just die, as there are no better targets for opponents heavy weapons (i hide and screen my hellblasters). Thanks !
Note about
BA characters, they are deceptively strong. They can take on almost anything in the game and kill it in the first round (with fight twice/+1d3+1 attack(stratagem + black rage), 3+ thunder hammers that wound just about everything on a 2+ or a 3+ for T8+) . Ultramarines captain is the only one that "sucks" and does not really do anything.
Threat-wise, you are right, i do not have many of them. Only
DC, captains and Hellblasters are the true threats. I plan to protect the gak out of hellblasters and count on character rules for the captains. But man, those are some real threats. What i love doing is getting the captain to declare a multicharge and get to fight (potentially) 3 times.
OW is not an issue with angel's wing. I can even give him might of heroes for additional killing power/protection.
Just wanted to point out why exactly I am doing what I am doing. Feel free to give further comments and advice, thanks !