kerch5 wrote:Thanks for the input guys, i appreciate it. Ok ill drop the artillery for the demolisher and a normal russ 

 . anything else i should do for the troops?
  thanks again guys. i can field anything, have over 5000 points of guard
 
  No, no, no. In a mech vet list, the Medusa is king. If you use the blocking method with a chimera, the 12" extra range on the medusa can smash things on turn 1 and 2 that the Demolisher only wishes it could.
 (The trick I'm talking about is putting a chimera in front, moving out the way, firing the medusa, then flat-out the chimera back to block 
LOS.)  
 I've never heard anyone describe a manticore as "meh" they're great units. Love them. People telling you to drop two of the best units in the codex don't know what they're talking about. Especially as they're providing 
AV:12 saturation to take the heat off your chimeras. Otherwise your opponent has no difficult choices about what to shoot his 
str:6-8 weapons at: The chimeras. However, with 3 very strong artillery (that can cause a lot of damage in one or two turns to easily justify their cost) your opponent will be ignoring the scoring, vets for the scary artillery, or risk being tabled by turn 3. 
 Personal changes: 
 Don't mix weapons. Make them all plasma or all melta. Don't be afraid to use a full melta squad, melta still rocks. 
 The Harker squad would be better equipped with full plasma so they can actually hit things while hiding in cover. They'd also benefit from an 
AC or 
HB. Those guys won't move much once they're in cover.
 The last 35pts I'd use for some weapons on the 
CCS. 
 Don't lose the Executioner for a 
LRBT; the 
LRBT a very average tank and pretty crap at everything but shooting 
MEQ out of cover, the executioner is expensive, but it really shines in its niche. However, I'd recommend more 
AV:12, although it's not mandatory. The executioner will be very survivable behind an 
ADL. 
 The list is pretty good with a few tweaks, good luck.