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You have two razorbacks, obviously as transports, but I am guessing you aren't using the razorbacks to transport your Tac squads. If you are then you are making your plasma cannon's worthless for at least two rounds (first round deployment, and then, disembark, which counts as moving). You have the plasma rifles which Mauleed himself would be proud of, but I don't think its as useful as you want them to be. You aren't going to be moving your plasma cannons all that much making your plasma rifles that much less useful. To regain usefulness, I'd ditch the heavy weapon and instead use your tac squads to bring the fight to your opponent, use two drop pods instead (takes out the 140+ points for the pods and then +60 for the pods). Then bring in another dev squad, 5 man with 4 rocket launchers for 155 pts.
A critical flaw is your assault squad. It needs a tenth member. I know you have the chaplain grouped to this squad, HOWEVER, for VP's your opponent only has to kill 5 models in order to make you lose 50% of your VP's from the unit, and stop it from scoring. Adding one more man in will force your opponent to kill 6 models, which is better than 5.
Your venerable dreadnought seems to me a waste of points. He deploys in 12 inches, then has a max of only 30" range, assuming you moved with the dread. He is obviously going to be a huge target, but if your opponent is smart, they'll stay out of range from the assault cannon and focus on the Pred which is much easier to kill compared to a Ven Dread.
I'd say keep the chaplain, he'll be VERY useful when getting into combat, the question is when can he get into combat. You have to make sure the way is clear before moving your very expensive assault squad and chaplain. In 1500 pts this isn't much of a worry. Also, its not much of a worry considering you probably won't need to move the whole group until turn 3. Maybe adding melta bombs and eliminating some of your vehicle choices might help you be able to level out your army compliments.
Whirlwinds are always awesome, keep that.
If you want better anti-tank that is also more versatile, I'd suggest 6man dev squads by getting rid of the speeder, getting rid of the Dread and getting rid fo the predator. Create 2 6 man squads with 4 rocket launchers (almost guaranteed death to vehicles) PLUS you get added infantry killing ability with frag missles.
Overall its a well balanced list, the only thing that will really matter is your ability to command your troops and making sure you deploy properly. I wish you would rely more on the Intractableness of your DA's but that would force you to be much more shooty.
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