I tried doing an Artillery support army list with Vostroyans, when the 5th ed. book first came out, and it worked really well. However it slowed the game down because i took 9 Mortar squads.... The infantry only lists tend to do well due to saturation, and as long as you play the attrition game, you'll win. When in doubt, throw more bodies at it.
One strategy is, "do not assault, but wrap", if your opponent gets close throw a Ten man unit at it by moving and running to surround the unit, forcing the unit to assault the ten man squad. If your positioning is right, the enemy will wipe out the unit in their turn leaving them open for another round of shooting in your turn.
Looking at the company command squad. Good point about the MoO but I'm not sure about adding heavy weapons to them. Because as soon as you add a vox you only have 3 chumps to take wounds. Add in a heavy weapon and you're left with one before you start loosing something important. Would it be best to just leave them cheap and naked?
If you're just using them as a source of orders definitely. But since they have BS of 4 it's usually worth it to arm anyone not doing something else with a cheap weapon like a Grenade Launcher or Sniper Rifle. The GL lets you move the squad around while still having decent range and punch while the Sniper Rifles let you stay back and plink at stuff should you choose from farther back. Plus they can wound anything and have the chance for an AP 2 Precision Shot, which is always a nice bonus.
Well, based on this thread, I've come up with this list.
HQ
Company Command
Astropath Master of Ordanance Vox-Caster Camo gear x4
Company Command
Astropath Officer of the Fleet Vox-Caster Camo gear x4
Ministorum Priest x2
Primaris Psyker Mastery Level 2 x3
Troops
Veterans
Sniper Rifles x3 Lascannon Forward Sentries Vox Caster
Veterans
Bolter Grenade Launcher x3 Missile Launcher Forward Sentries Vox Caster
Platoon Command
Vox-Caster Meltagun x2
Infantry Squad
Power Axe Meltabomb Flamer Vox
Infantry Squad
Power Axe Meltabomb Flamer
Infantry Squad
Flamer
Special Weapon Squad
Flamer x2 Demo Charge
Special Weapon Squad
Flamer x2 Demo Charge
Heavy Weapon Squad
AutoCannon
Heavy Weapon Squad
Mortar
Heavy Weapon Squad
Missile Launcher
Heavy Weapon Squad
Lascannon
Conscripts x30
Elite
Tempestus Scions
Meltagun x2
Tempestus Scions
Meltagun x2
Fast Attack
Rough Riders x7
Flamer x2
Aegis Line
1850 points
145 models!
That's a lot of guys.... I likes this!
You need *all* the commissars.
http://www.lounge.belloflostsouls.net/showthread.php?52423-The-Blood-Pact-Chaos-Homebrew-Supplement&p=472214&viewfull=1#post472214
Put one in the first squad of the infantry platoon. That way if/when you combine the squads the entire blob gets the benefits of his higher Leadership for morale and taking orders and his Bolt Pistol of judgement if they decide to do something you don't like.
Remember one thing with those Priests, because they make a unit Fearless that unit can't go to ground which can be a vital survival tactic for Guard. And unlike other armies you can order your units to Get Back in the Fight so they can still act normally next turn so other than using up an Order there isn't a penalty for doing it.
Commissars > Priests, imho. but both are good.
http://www.lounge.belloflostsouls.net/showthread.php?52423-The-Blood-Pact-Chaos-Homebrew-Supplement&p=472214&viewfull=1#post472214