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Ordo Malleus Inquisitor (Psycannon)
6xIST (2 plasmas)
6xIST (2 Grenade Launchers)
Thoughts and comments?
Basic Tactic is that the Plasma squad grab objectives in my zone and then hang back shooting, sometimes supported by the Inq. The GKs keep moving trying to engage the most dangerous opposing unit, supported by the DCA and the other IST squad if needed. The assassin is mostly there to annoy the opponent (contesting objectives, road-bumping his assault-units etc etc). The grenade-launcher swuad is flexible backup, either keeping stationary to fire versus Hordes or on the move (grenade laucnher really work the chram in 5th at these points level).
The only thing that I will say is that the grenade launchers still aren't all that great (even against swarm armies).
Don't expect the 5-man PAGK squad to last long with those numbers. I would drop the Death Cult assassin to add in more PAGK, even though you won't get too many more you'll find that they'll last longer than the assassin and will have a better chance of earning their points back.
Fantasy: Daemons (Angels), 40k: Black Templars
i REALLY like the grenade launcher at these points levels. Str 6 Krak is good enough against most vehicles and blowing up Tau with the Frag grenade and new rules for scattering (BS 4 really helps) and templates.
But the part where it shines the most is that it is an ASSAULT weapon. Its very "water warrior" friendly, allowing me to keep firing on the move much unlike the Plasma gun.
As to the removal of the DCA and addition of another PAGK, i wouldnt mind going for that at all, BUT the problem will be the juggling of the last points. This process would leave me with 15 poins that i wouldnt know what to do with. Add another IST? remove an IST and add a 7th PAGK?
problem is that i would leave the even 10s and start breaking up into 5s which would cause me trouble to fully utilize my 400 pts.