Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
there link to it on my blog
Why not just put the list here? Makes it easier to look it up.
Anyway, to comments...
First, at what size are you aiming? If it's 1,000 pts you're aiming at you're grossly over the limit. While a few points over is accepted normally 275 pts over is ... well, gross.
If the Deathwatch can count as an HQ (I don't know), I suggest you drop your chaplain. While not a disaster one HQ should be enough. Especially in this not very assault oriented army.
EDIT: No, one second thought there'd be a better idea. What is the use of the Deathwatch squad - and the squad in general? The only role in which I see much use in them is using them to defend objectives or as a counter-charging unit. For the first, unless you're playing in Cities of Death (urban battle) or other heavily covered battlefields you'll need a transport. For the second, if you're putting your Tactical squads in rhino's this one will need a transport too to keep up. Question is, can they have transports?
If they're not of much use I'd just drop the Deathwatch and retain the chaplain.
In general what your army lacks is range. Your Tactical squads all have very short ranged weapons, which is not of benefit to them. I suggest you either give them long(er) range weapons or give them rhino's.
I btw assume you got the Cleanse and Purify trait advantage to be able to take 2 special weapons per squad.
The deathwatch and termies are major point sinks in smaller games, possibly one or two but both??
your one HQ should be sweet (particularly if you give him terminator honours )
My main point though is the devastator squad, you have no meat shields so your going to have to start taking off heavy weapons after two deaths, and morale checks after three, put any leftover points from dropping the deathwatch and a couple of termies in to some extra men, also just go with 4 missiles as opposed to the mixed unit, then all the guns have the same range and versatility to shoot anything.
The death of one is a tragedy, the death of a million is a statistic.
Meat shields? Aside from my own opinion about the existence of 'space marine meatshields' it's not even needed. Position the squad wisely and the extra marines will just be standing around.
As for kit-out, while mixing weapons too much is not a good idea a missile-heavy bolter mix isn't that bad. It works excellent against any infantry - armoured or not - and can work its way through (lighter) vehicles as well.