Looks like it'd be fun to play! You might lack a bit of another tank / knight as the seraphim will be effective but probably only for 1 turn due to their range. Also the DC will definitely clear chaff lines but delivery of the seraphim might be tricky as if you deep strike them they won't be in range with the melta on the turn they come in so will have to wear a turn of shooting.
Quick fix while keeping your theme would be to swap some of the power swords for thunder hammers in the DC squads and consider fitting in a slam captain which would also give you a 3rd detachment (vanguard) for an extra CP.
Edit: did some math on the seraphim. Against T7, 3+ Save (no invun) 4 shots in melta/half range does 8 damage on average. But vs T8 4++ invun save this drops to only 3 damage on average.
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