We decided that the Scout Sentinal with Missile Launcher was utterly pointless, there shoulnt be any armour on the table that the autocannons shouldnt be able to sort out, and the armour 10 isnt nearly as useful as the 12 armour on our armoured sentinals (i'm taking 1, and he's taking 2)
so dropping the 45 point walker gave me room for more wargear on my squads. (many Grenade launchers :D:D:D:D:D)
The List Looks like this now
Platoon Command Squad - Power Sword, 2x Grenade Launchers. 50 points
Infantry Squad 1 - Autocannon, Grenade Launcher. 65 points
Infantry Squad 2 - Autocannon, Grenade Launcher. 65 points
Conscripts (20 men). 80 points
Heavy Weapon Team 1 - 3x Heavy Bolters. 75 points
Heavy Weapon Team 2 - 3x Autocannons. 75 points
Armoured Sentinal with Plasma Cannon. 75 points
This comes to 485 points, so i have 15 spare.
i am thinking of using these points for a Missile launcher for the platoon command squad, as the only other things i could spend them on would be a standard, or 3 vox's
the standard will only be a platoon standard, which only gives the squad a +1 to combat results, which isnt very useful.
the vox's would be useless because the only squads i would use the orders on (heavy weapon squads or conscripts) can't take vox's anyway.
so after writing that, ive decided the missile launcher is the best choice (i would prefer an autocannon, but i dont have anymore of those left, and the ones i have yet to build have no bases left as i used them up re-basing other squads)
Cheers
TSINI