That's an interesting list danielcollins, there are some conflicting problems with a mainly teleporting force first is putting your whole army in front of your opponent, with the retain you are only activating two formations. Second with lots of teleporting formations if you bring them on in dribs and drabs you lack the activation's in the first and later turns. Then like you mentioned in your post if your formations receive BMs and/or lost the roll off things can go wrong quickly, ideally as an elite force you want to control were and when you engage. I would say a couple of teleporters per 3k max leaves the rest of the force to advance or air assault into optimal positions on the battle field. The Interceptors are an excellent teleporting formation their speed means you can put them out of the way and still engage in base to base and of course terminators are hard hitting teleporters although (playing normal SMs) I would usually wait till turn two in order pick the right target.
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1. The 1.3.1 list that is linked to in the first post is NOT the list from the compendium. It's already been modified with, from what I can see, no real evidence to back up any changes.
Not sure what compendium you are referring too (do you mean the 2014 netEA one). As a list it's not even close to a viable balanced force, there are some huge problems with it (too many for me to list now) and if you can clarify the direction you want it to go that would be appreciated. I have been doing some checks on the Lexicanum website and am familiar with 40k codex's so don't know on what evidence you are referring.
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2. Dreadknights have been nerfed in power and are now cheaper....the changes totally make it a different unit. Was it necessary to make such large changes all at once? Again, evidence?
The Dreadknight is one of my concerns.
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3. Talk about changing the (so called) over-powered infantry. Are they actually overpowered or do they just look overpowered? Evidence?
Well if you factor in the nature of the list in all it's components, first they have strategy rating 5, then 1+ initiative, they shall know no fear, a good armour save, good AP/AT shooting, better than space marine FF or CC depending on what you want, the choice of teleporting or transport or air assault or both of the transport/air assault. Personally I don't think their are overpowered infantry considering the lack of support vehicles or scout formations, although the stormraven worries me (It needs an amicable solution) or the no garrison rule (being able to deploy on foot might change things). The problems are slight but they still need addressing because I would like it balanced (not just fun for you but your opponent too).
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4. Lack of Inspiring has not been taken up as an issue.
Yes that's a good point, traditionally it's always been a bit vague but now there's more fluff they have chaplain just like other space marines. I figured the champion was enough.