Off the top of my head, after your changes:
Should be 220, without the power sword they're 205.
defiantly 210, I don't have a veteran sergeant, maybe you're thinking of that?
definitely 185, are you forgetting the locator beacon?
Unless for both cases the FAQ has changed their points, I'm going purely by codex.
Play it both ways, see which works for you. I quite literally can not start any jump CC based unit in Reserve without 'wasting' their potential.
Maybe I should try 'walking' them, I don't think I've done that for a while.
Also, Angel's Blade is absolutely crucial for us being subtly more effective. Really and truly. I posted a review months ago when it came out but the site never actually posted it up, if you're interested I'll find it on the other forum I dabble with and PM you with a copy/paste.
That review might be nice.
My main concern is that £30 is easily 1 box set, and all of the formations I've seen currently I don't own. So I thought it'd be better to buy the models first and use them as standard, then buy the formations once I can get some use out of them.
Similar arguments against playing 'red sphess mehrens'. It'd prevent me from using my Baal predator, S.Priests and S.guard for sure and I'd still lack all the shinies for the formations.
What role do you want the Libbynaught to hold?
um, beyond dropping in and smashing things I hadn't really thought. I could either make him better at smashing things, or make others better at smashing things, oh the decisions
In my experience whatever is dropped up close is going to get hit very hard back for whatever they try to do with those melta shots. The less spent (Assault marines) or the more survivable they are (Command squad) the better. My combi-melta Sternguard are collection/huge game only, they never are worth the almost 200 points I spend on them.
I can understand that, I thought a 10 man Sternguard squad could combat squad off, and I already have an incentive to buy Sternguard for kill team, although I don't need them for that. Command squad could be interesting.
Admittedly I've only played 1 game, and when I dropped down a single dreadnought turn 1 he didn't get shoot too hard, nor did his buddy on turn 2. So I thought perhaps the Sternguard wouldn't die that hard if they had a scary dreadnought at the same time. Although this also proves your 'walking' S.Guard point, they spent the entire game jerking off in orbit.
Valour's Edge is a great option for him, but he's still really really really squishy in the unit thanks to Challenges and SG not being Characters.
Have I missed something with challenges? I thought that characters had the right to refuse, and an unarmed S.Priest wouldn't be contributing much anyways...
Although the at initiative AP 2 is always nice against artificer armoured characters, I try to avoid throwing my S.Guard at TEQs.
Our Scouts got better with the recent FAQ but I still don't often use mine because I prefer to keep mobile. Eventually I'll have enough models to use the 10th Co. Formation out of AB but not just yet.
Yeah, I just wondered if having something for the backfield objective whilst also picking off special weapons would be a good plan.