Shas'el commander suit, HW multi-tracker, twin linked missile pod, plasma rifle, stimulant injector 103
De-twinlinking the missile pod and taking a targeting array would be better since the improved BS benefits both weapons whereas TLing only benefits one. Many would tell you to drop the stims, but having the exact same shas'el as countless other people out there can be rather boring, and fun toys are fun to have.
I was contemplating giving him a failsafe detector and just running him in with a kroot squad so he can fall back and explode
Yeah, that's definitely something you do for teh lulz. This is seldomly done though, as this kinda thing usually doesn't help you win.
And it's the Kroot who falls back, not the commander.
Fire warrior x12, Shas'la, markerlight, bonding knife 145
Fire warrior x12, Shas'la, markerlight, bonding knife 145
Fire warrior x12, Shas'la, markerlight, bonding knife 145
Perfectly fine as they are. I suggest all rifles, carbines and markerlights together are a no-no as one is a heavy weapon and the other is an assault weapon...add in their extremely different ranges and you now know why I said all rifles.
Stealth Shas'ui x2, Shas'vre 100
Stealth Shas'ui x2, Shas'vre 100
A shas'vre is pointless as its main benefits are improved WS and I, and you should not even be making use of those. I'd suggest you combine the 2 into a 6-man squad and take team leader+bonding knife instead of shas'vre. 3 Stealths by themselves aren't actually very dangerous, it's when you've got 5 or 6 when they start to bring the pain.
Pathfinders x7, Shas'ui, bonding knife, Rail rifle+Target lock x3, /w devilfish + disruption pod 226
Seemed like a good choice, easy MEQ hunting with the rail rifles and pinning down enemy squads. After i have used the tank i can take my fire warriors around the board when they are down to 10 men (cant i?) and/or try and tankshock low moralled troops away from objectives or into line of fire.
Firstly, a disruption pod should not be your defensive upgrade of choice. SMF is even better as it grants you the same benefit as the pods but without the need for a 4+. D. pods only come into use when your vehicle gets stunned or you get shot on turn 1 before you can move. Decoy launchers should come first, cheap and useful.
Now you're going to find that the Devilfish for Pathfinders is rather pointless as they should not even be using it in the 1st place barring exceptional circumstances as both markerlights and rail rifles are heavy weapons. It is also a dedicated transport and cannot transport any squad other than the pathfinders they come with, and no, a Devilfish's capacity is 12 Tau and/or drones not 10, Tau are not CSM, you have to stop thinking that Devilfishes are Rhinos. Some people choose to make it a Warfish, give it the SMS, targeting array and all that and use it as a light gunship of sorts. Some choose to give it only decoys either to keep a perceived deadweight as cheap as possible, or even to use them as mobile terrain like me(fly into position on turn 1, if you don't get shot down immediately use landing gear on the spot and voila! It now blocks LOS. if they shoot it down, even better...it starts to block their LOS earlier and they have to use their own firepower on it. Very annoying for gunline armies)
As for the Pathfinders themselves, you should make them 8 man, especially since you're using 3 rail rifles. 4 markerlights aren't enough.
Broadside x2,av. stability system x2, 160
Mobile (kinda) fire power, made for tank killing and heavy infantry like terminators.
At 1.5k pts you'd find that there are enough lascannons and such about that these guys need shield drones, especially if you're going to shuffle about as ASS implies you would.
Sky ray, smart missile system, disruption pods, target array, multi-tracker 165
You should switch the pods for decoys, but fine otherwise. See what i said about your Pathfinder Devilfish.
One question though, since seeker missiles dont need line of sight i could fire a fire warrior marker light at the enemy then shoot with the sky ray without actually being able to see it, through terrain?
Yes, that is correct.
Hammer head, ion cannon, smart missile system, multi-tracker, disruption pods, seeker missile
Once again, switch pods for decoys. Needs a target lock here, Hammerheads always need it due to the large difference between its main and secondary weapons. Also, I think you're better served with a railgun here, only your XV88s are capable of dealing with AV13 and 14 well.
And your points cost for this guy is wrong.
...dark angels and tyranids. Any tactics on fighting these?
I'm kinda tired now so nothing comes to mind at the moment. Besides, it's hard to say much without knowing the exact variety of DA or Nids(Deathwing,Ravenwing,Doublewing,Nidzilla,Swarm,etc). All I can tell you right now is generic stuff that would apply to most gunline armies(which yours is)