HQ
Master of the Forge
Conversion Beamer
120
Troops
10 x Scouts
4 x Sniper Rifles
1 x Missile Launcher
Camo Cloaks
180
10 x Scouts
1 x Missile Launcher
150
Elites
Dreadnought with Multi Melta
Heavy Flamer
Drop Pod
150
Heavy Support
5 x Devastators
4 x Missile Launchers
150
Been toying with some ideas for a SM scout army for a while. This is the list I'm most happy with. Basic concept is Master of the Forge bolsters a ruin. Sniper scouts infilitrate and with camo cloaks are now getting 2+ cover save or devs a 3+. Combat squadding the scouts will give me lots of flexibility to outflank and contest objectives late game. 6 x Missile launchers will give me a lot of versatility whilst the dreadnought deepstriking on turn one can get stuck into any serious army my opponent might fit into a 750 point list, whilst its heavy flamer means it can lay into hordes too. Conversion beamer will also provide a fairly versatile fire platform.
Where are the potential weaknesses with this list?
Should I swap the MOTF for a counter-assault type HQ?
Any advice would be greatly appreciated.