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A couple of your points costs look a little borky, you might want to check over your math.

Aside from that why are you DSing the Sanguinary Guard? 400+ points (with attached Priest) doing jack all until T3 at the absolute soonest. At least if you use the Golden Host Formation they can assault out of said Deep Strike and their arrival can't be altered by your opponent. Also anyone you elect to be the Warlord will be a fairly easy point for anyone you're facing. What discipline are you rolling on for the Libbynaught?

Melta options for us can be less expensive than Sternguard. Off the top of my head:

Assault squad in a Pod w. 2x meltaguns, 2x inferno pistols on sergeant is 155
Command squad in a Pod w. 3x meltaguns is 165
Sternguard in a Pod w. 5x combi-meltas is 195
 

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checked the points, I had missed a few small things so I've correct those in italics.
Off the top of my head, after your changes:

10 man Tactical Squad
- Heavy flamer
- Melta gun
- Power sword
- Rhino
210
Should be 220, without the power sword they're 205.

Furioso Dreadnought
- Frag cannon
- Heavy flamer
- Drop pod
- Locator Beacon
185
Should be 175.

DSing the S.Guard always seemed better, I don't tend to fight armies that like to punch back (although I've just started at a new club and my assessment of the situation has been all of wandering around the hall and realising how fucked my non-meta forces were
I'm reluctant to use the formations beyond the codex because although I could buy Angels Blade, that'd at the sacrifice of more plastic, and I don't think I have the right plastic currently to actually use the stuff in Angels Blade.
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.

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.

I hadn't actually got to thinking about what psychic powers to use, I was thinking perhaps Sanguinary or Biomancy?
What role do you want the Libbynaught to hold?

And although I'm aware of cheaper options for melta than sternguard, sternguard fulfill more than just melta, I already have a reason to buy them (they're my upcoming kill-team squad, although if they're no good I'll just sneak some heresy-era word bearers in )
Assault squad would be an easy option I already own, command squad, I'd have to create a champion but I've got all the relevant bits so that's a fine option.
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 also thought perhaps I could remove the bolt pistol and Veritas vitae from my S.Priest, and have him just sit their injecting the S.Guard, that'd save effectively 25 points for whatever.
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.

EDIT: Another thought, sniper scouts. Replace a tactical squad with some sniper scouts? Help to snipe out models I'd rather my opponent didn't have? If so, just 5? or more? Then all snipers? Or snipers and a heavy weapon?
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.
 

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defiantly 210, I don't have a veteran sergeant, maybe you're thinking of that?
Defiantly even! Let's walk through it, shall we?

140 for 10 marines.
45 for a Rhino
20 for a meltagun and heavy flamer

It equals 205. If you want to add a power weapon to the sergeant it's 220.

Same goes for the Furioso, while we're at it.

130 for the Dreadnought, replacing the storm bolter arm with frag cannon
45 for a Pod with locator beacon

175.

Math doesn't seem to be your strong suit pal.

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.
You haven't missed anything, you can refuse a challenge and since he's the only Character in the unit your opponent would have to choose him to not get his attacks.

Who are you making your warlord?
 

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plus the heavy flamer is another 10pts - 185
Swap either arm for a frag cannon, so swap the storm bolter arm and keep the heavy flamer (or meltagun) arm instead of paying for the frag cannon then paying for a weapon you just had a second ago.

The unit in a Pod with a locator beacon armed the way you have it is 175 dude. I'm not making this up :laugh:
 

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The Archangels Orbital Intervention Force is a fun one. I'm currently working toward a ten man shooting squad and two five man combat squads for mine, though it will admittedly be a while before I get to use it (have proxied Deathwing models to try it out though).

What specifics do you need past what's been said in that review? I have the book and can answer questions. I thought I covered all the bases, would be glad to add in anything that could make it clearer to readers.
 
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