I'm with you on the eternal watch warlord trait. I use that regularly. It's not the most amazing thing ever but I try to focus on all the things that could benefit/keep my kill teams alive.
I'm also with you on the CP worry. I have been theory crafting A LOT of 1750 lists lately for some tournaments and I just can't seem to pull of 2 battalions comfortably, without sacrificing anti-vehicle or troop protection (transport, termies, etc.).
I would definitely agree with dropping the chaplain dread since you have 2 contemptors. Put those points into more troop choices (or an apothecary if staying troop focused). Add the vindicare as an auxiliary support detachment since you know you want to bring him over the other assassins. The teleport homer can't be taken by a terminator but your biker in the Vet kill team could take one. I would even consider removing the biker and add a Frag Cannon in the squad.
Consider a cheap intercessor squad so you can baby sit one or both of your contemptor dreads. You always have the option to pop honor the ancient if you want to reroll 1's for the nearby units. Locking them up in close combat would be devastating to your anti-vehicle abilities.
Another thought is power fists or hammers to units... maybe not spam them but they can definitely help in a pinch. The intercessor unit is covered but you could give the Vanguard vet or a regular vet (Sgt?) a powerfist or hammer, depending on points.
With not a lot of units on the board, it's going to be hard to just sit around for objectives. You're always going to have to be pushing and killing.
The eternal watch I feel can really add an element of frustration for opponents shrugging off multi wound attacks and forcing them to overcompensate on a single target which I really need being so light on the ground.
Lord of hidden knowledge is good but it's a free Reroll and a chance to regen command points, it's good but I don't have enough cp to get its full value.
Nowhere to hide is also great on Agressors but 4 normally put out on average 76 shots, with multi units and rerolls it feels a little overkill.
I'm having the exact same issue either limmiting myself on anti tank and struggling against knights and any heavy armour list, can still eek out the win but it's a clear issue I need to solve, I find by cutting the assassin I do have more options but it mean I have to limit my troops to vets which I love much more but Corvus just don't cut it as anti tank hitting on 4's and Razorbacks are not great, if we had the option to jump out after moving it would really open the doors for us.
With the new supplements however it's a case of cheap starts to make their units as good as veterans special issue ammo, better rerolls, not just fo using on 1 type to Reroll against having easy access to bubble rerolls for wounds, better buff characters, better in your face options (looking at you invictus war suit), all that is a little painful but it does mean our razorback rush lists would be less reliable and not as powerful at the fast paced role we are meant to have.
I don't want to end up hemmed into smart playing a weaker list from the offset when I just want to find a way to make us able to compete.
Storm shield vets are good but I'm a little lacking in the correct shields atm, I don't like using the other variants, little odd on this one to have them match and they just look better, reminds me of the heresy slap shields.
In regards to the contemptors I'm still not sold.
Issue is they are a heavy support choice and bog down if in combat so I'm still toying with ven dreads, they could still fight in combat and take a twin Lascannon, issue is then I'm dropping from a 5+ invun with 10 wounds to a 6+ ignores damage on 8 wounds but will be more multi role.
I think this is important for DW
as we have so little we need it all to do twice the work.
Now this means I would save 36 points and have 2 elites I also have 4 less Lascannon shots which leads me back to the Chaplin dread, he could be cheaper if combat only but 2 more untargetable Lascannons would help.
This also opens up another option which I see allot of merit in, the Scorpius whirlwind. Loaded without storm Bolter and main weapons it clocks in at 215 points, if remaining station army it can fire twice and not needing line of sight and a long range makes it a threat which will push people to attack me driving me to a more defensive role in advance of a counterpunch.
Apothecary is a valid option, only issue I have is its a 4+ to raise a model, if a 2+ or could do multiple times then I would be interested but as it is it just has me missing 5+ fnp
The combat options of the odd fist and weapon to make people think is valid, I already have swords on my sargents in their Intercessor squads, I'm aware fists for the 5 point difference are better, I just like the swords on those models so that's what I've modelled.
I do have 20 vanguard floating around with every option under the sun however that could come in useful.
About 3 years before the DW
codex first dropped I decided I would do a full DW
army based on the marine dex and edit accordingly so I still have thunderfire cannons, grav centurions and every heavy weapon painted up, just a shame they have been gathering so much dust of late.
In your honest opinion do you think it's best to even consider anti armour at range and instead really go assault heavy?
Yes SS vets can fight in combat really but the Primaris squads with 4 aggressors each can, I have 3 ten man squads of them in the same load out, advancing and firing will panic allot of people and 3 units in your face with good saves, toughness 5, 25 wounds per squad plus ignoring final wounds on 6's combines with starts for +1 to wound can be very handy, even more so if a Chaplin dread joins in as they will give +1 to wound in combat to friendly units in the same combat, could even wound knights on 2's.