1500
HQ
Grand Master w/ meltabombs - 180
Troops
Terminators (10) w/ 2 psycannons, 2 hammers, 6 halberds - 450
Terminators (5) w/ 1 hammer, 4 halberds, psycannon - 225
Fast Attack
Stormraven Gunship w/ TLMM and TLLC - 205
Heavy Support
Dreadknight w/ personal teleporter - 205
Dreadknight w/ personal teleporter - 205
This is what I came up with, and it has 30 points spare. As you say, the grenades shouldn't be necessary (they are amazing though), and it leaves me more flexibility, especially with Grand Strategy.
Should I try to fit Hurricane Bolters on the Stormraven or fit in upgrades elsewhere?
Also, the reason for so many halberds was the way I assembled my only squad so far. Should I change it around to include more swords and warding staves? (I have 4 halberds and 1 daemon hammer and a psycannon so far) That would definitely make the unit more durable, especially against models that I would go first against anyway (power fists, power axes, etc).
If you guys think it is necessary as well, I am happy to completely change the list around to something entirely different. I've only got a Terminator squad, a Dreadnought (though without the 2x AC, I can get those at a later point) and Coteaz (to serve as an Inquisitor model) so far.
I actually had a thought, the rulebook says that rounding up is the number of units that can start in reserve, right? So, for example, if I still wanted to do dual Stormravens and dual Dreadknights, would it be possible if I had a single HQ choice instead of 2? I'm pretty sure for working out how many units can start in reserve, you round up if it is an odd number (after removing units that must start in reserve of course).
For example, 1 GM, 2 Terminator units start in reserve, 2 Dreadknights don't? Just a thought if it would then make that list legal and thus viable (if it's not, don't worry )
Thanks again guys, I appreciate the help