Thanks for the reviews guys! Youre really helping me improve this list. Ill try to reply to all your advices.
AT lack:In my experience in the current meta, grotesques are better AT than their cost in Dark Lances. The Dark Lance had its glory days in pre-GK 5th, but nowadays its almost useless. Its a S8 AP2 non-twinlinked sigle shot lance weapon that doesnt ignore cover. Basically a glorified missile launcher. Nowadays every vehicle in existance has some sort of save and standard frontal AV12-13, so in order to reliable kill vehicles, you have to:
-Ignore cover
-have a high fire rate
Lance Ravagers are the most optimal way of fielding dark lances at 125 points (not counting nightshields) each. Notice they dont have any of the factors stated above. To put things in perspective, you need 8 dark lances to reliably pop a razorback (AV11) without cover. Factor in a superior AV, cover saves and the fragility of the ravager, that the enemy will priorize, and you will quickly realise you're expending points on smoke.
Melee not only removes cover, also makes you hit against the rear AV of the vehicle. Yes, its harder to get there, but by any means impossible. Also, grotesques are not AT only, they can also function as AI except obviously against deathstars or cannon fodder. thanks to their raider 3+ cover and their natural resilience.
CCFPreviously I used a 3 Talos unit, but as Brom said, they are pretty slow. The Formation gives you not only freakish spectacle for the fear tests and +1PV every time they kill a non-vehicle unit in cc, but more importantly scout. That guarantees that against shooty static edge-of-the-table armies I will me more than halfway there in turn 1. Those extra 6" really make a big difference. I also field them as far apart of each other as they can be, so their threat range is maximized, creating a control zone midtable (where I place my 3 objectives) that the enemy player has to come close to if he wants to score.
As the AT choice for them, I went for heat lances for two reasons: they cost 5p less each (total 25p less, have duality, as they can hurt heavy infantry as well and Ill be mostly moving and running with them. The point of the CCF is to get into asssault range. They cant afford losing movement in staying still and shooting, what means I will only fire the tail weapons once im really close to the enemy, thus melta seems a more reasonable option all around.
ChronosYou are right. Now that I think of it that points may be better employed elsewhere. I could for example fit 2 venoms there if I squeeze 5p somewhere or go with 2 smaller reaver units instead of a bigger one... The thing is the 6" +1FNP bubble will be always there tempting me to play more defensive with my reavers, grotesques and whatnot. Ill try keeping in mind that the chronos priority is to support the CCF and not limit my movements with my other units.
ScourgesIve fielded FLOCKS of scourges again and again and I ALWAYS have bad rolls with them. And I mean constant 3-4 misses to hit
and them being a throwaway/suicidal unit doesnt help either. I know guiding my list-making by previous results is silly, but I swear, not one game in this edition have they been of use for anything to the point I feel like wasting points fielding them so I no longer include them.
GrotesquesYou are absolutely right. Aberration with agoniser is frak badass and hits like a truck against 3+/4+ armor saves, and now that Gladius strike force/lions blade strike force are all the rage at tournaments I think I really should start including them again. Problem is, points are so very tight, and being a maelstrom-based tournament I valued more having an extra venom to zoom around jinking and taking objectives than beefing up my grotesques squads a bit. ¿Am I wrong? Probably.
Well, that ended up being a wall of text. Sorry, I guess my WH40k blogger vein is showing a bit in this first few posts
Thank you for all advices fellow archons, they were really useful. I included some pictures of my army to make the post less dull and easier to read.