Okay, you can't really expect to use your Neophytes as meat shields. Mixed armor rules will force you to take casualties from your Initiates for awhile... so, they won't help you like that.
Crusader Seals are, frankly, pretty craptastic for infantry. It's great on an HQ that joins a squad, however paying 2 points per model... is just too much. For 3 points per model, you could buy a veteran skill. I'd much rather have infiltrate than crusader seals.
Flamers on foot sloggers are mediocre at best. Think about a meltagun instead. This gives you some tank busting as well, which you are sorely lacking otherwise.
All models in a unit must be equipped the same, so you can't just buy 3 meltabombs for your Assault Squad (unless I've been horribly mistaken about the game.)
Drop the seals and the meltabombs. That gives you 39 points to play with. If you buy a meltagun for each foot slogging slog and a powerfist for the assault squad, you'll have 4 left. If you exchanged two more Initiates for Neophytes and dropped the bionics on the chaplain, you'd have 15 points. You could use this to buy a powerfist for one of your two crusader squads.
The assault squad is kindof small... but there's really not much you can do about it at 500 points short of getting rid of it altogether and spending the points on your crusader squads.
Personally, I don't think the game works terribly well at under 1000 (maybe 750) points. Below that, combat patrol rules work better. Still, the advice on the crusader squads is fairly sound. I'm not so sure if you want to keep the assault squad, it could really go either way as far as I know.
Crusader Seals are, frankly, pretty craptastic for infantry. It's great on an HQ that joins a squad, however paying 2 points per model... is just too much. For 3 points per model, you could buy a veteran skill. I'd much rather have infiltrate than crusader seals.
Flamers on foot sloggers are mediocre at best. Think about a meltagun instead. This gives you some tank busting as well, which you are sorely lacking otherwise.
All models in a unit must be equipped the same, so you can't just buy 3 meltabombs for your Assault Squad (unless I've been horribly mistaken about the game.)
Drop the seals and the meltabombs. That gives you 39 points to play with. If you buy a meltagun for each foot slogging slog and a powerfist for the assault squad, you'll have 4 left. If you exchanged two more Initiates for Neophytes and dropped the bionics on the chaplain, you'd have 15 points. You could use this to buy a powerfist for one of your two crusader squads.
The assault squad is kindof small... but there's really not much you can do about it at 500 points short of getting rid of it altogether and spending the points on your crusader squads.
Personally, I don't think the game works terribly well at under 1000 (maybe 750) points. Below that, combat patrol rules work better. Still, the advice on the crusader squads is fairly sound. I'm not so sure if you want to keep the assault squad, it could really go either way as far as I know.