SirDonlad wrote:Find some way to get re-rolls of ones - i have seen kakophoni squads vibrate to death from their own weapons one too many times.
Isn't there a list where kakophoni are troops and get to re-roll ones?
They aren't my bag so i'm not too hot on this, but one of my mates is and he was going to do that
This is the Rite of War where Kakophoni become troops and gain relentless. You can't make them re-roll 1's.
Anyway, to
OP, few thoughts:
Your biggest problem by a mile is
AV. How are you planning on killing vehicles? You don't have a single unit able to take down a Sicaran, let alone a Spartan or a super heavy. Kakophoni can take down light armour at a pinch but that's not what they're good at. This really needs to change and adding melta bombs to a few squads isn't going to cut it. At the moment a single Contemptor could quite feasibly take on your entire army, all 2500 points of it. That isn't an exaggeration.
The Assault sgt should have a spear so you have some AP2. Otherwise your big assault unit will charge an enemy squad, he'll be forced to challenge, and a guy with a 2+ save will tank the challenge and kill him, to your detriment. This blob needs to look like a threat so people pour some shots its way instead of just at your Palatines.
I saw the Phoenix comment, but I still have to say: Phoenix Terminators are bad and that deathstar will never (ever) make its points back. Rule of cool though, I get it. Give them Sonic Shriekers so they have at least have a chance, however slim, of one-upping an equivalent WS5 unit. I prefer Fulgrim in a Dreadclaw with either Palatines or vanilla Tartaros.
Eidolon is good, Palatines are good. You have decent threat saturation with 2x jump units and the 1x Spartan. An army with decent artillery is going to squash that unit in a single turn though. As with above, I much prefer Eidolon & friends in a Dreadclaw, where they are much better protected and virtually guaranteed a turn 2 charge, but they can work when run this way. Artificer armour might be advised if you can afford it as they will die to a stiff breeze otherwise.
Give the Apothecaries augury scanners so they can give the Kakophoni some defence against intruders. Rhinos for the Kakophoni are also advised, as that means (thanks to relentless) you can start them embarked on turn 1 for if you fail to get the first turn, and just pop out and shoot like nothing happened on your turn. The alternative is leaving your expensive
MEQs in prime position for annihilation.
All in all the list needs some major changes (unless you exclusively play people who don't use vehicles)