Quote:
Originally Posted by Templar Mikeel Switch the flamer in the Crusader squad for a meltagun or power weapon. As Stitch will tell you, if you flame the squad you intend to assault, you run the risk of killing all those in assault range. |
okay, so my 'glorious imperial guard grand assault' failed once because i foolishily flamed my opponent to death and ended up half an inch out of charge range...

the real reason though for a melta is bcause you don't have veteran sergeants in templar armies. that means no melta bomb safty net against say, a dreadnought that mugs your squad! instead, you simply die... with a meltagun however, your opponent won't be very quick to try that because if he fails, that dread is toast! (quite literally too!)
as for the list; drop the rocket squad down to only 6 men. their only purpose is to shoot tanks, so take the extra bodies and put them elsewhere... (perhaps another 'support' squad?!)
a dreadnought w/assault cannon + rocket launcher is also fairly cheap, and is solid against pretty much anything you might encounter as well...
neophytes can bulk-up your overall numbers, but keep your ratio to 2:1 between initiates:neophytes so the mixed armour rules don't screw you over too badly!
cheers!