First off, when using an FSE CAD, and an OSC formation, which faction does the OSC belong to? Is it allied from tau empire? (just a logistics thing that I'm led to believe is legal, but cant quite see how it fits in the rules.)
I'm a growing fan of the coldstar idea in this list, gives me a strong skyfire option allowing me to save a potentially useless 20 points on a velocity tracker elsewhere. I see him being very useful while swooping; However, I'm not quite sure how you intend to use him for markerlighting, as it takes a turn to switch flying modes, and his drones are removed from the field while swooping. So, do you intend to land him into gliding each other turn (where he moves like a jump monstrous creature, which is 6inch/2d6 assault, isn't it?) and only use the MLs then? Sorry if I'm being dense but I don't follow how he works as a flying Mark'O but maintains his difficulty to kill by being flying in swooping mode.
Another question is, you don't have target lock on him, which seems problematic as he's probably going to want to focus different things to his marker drones. How highly do you value stims too? Can it save him from instant death on failed grounding tests?
Assuming I can work the above out, it seems very cool. so, give or take some tweaks to facilitate the above I'm looking at the following:
>having a full 6 ObSec monats seems really good, but:
>flamer monat is probably greedy, and definitely more situational, should I disperse it's points for upgrades on commander and/or ghostkeel?
> beacon on the stealth teams to bring in suits turn 2? (Probably want them all on the board turn one in this size game?)
>You included CDS on the stealth burst cannon users, quite situational, worth?
>EWOs on plasma monats for deep strike safety, should one EWO be on a missile pod one instead?
>Everything above on coldstar usage
>Do the stealth teams need to take BKR? (I don't think they're FSE, so, no?)
Thanks in advance.