So Siege Regiment...Sucks

Just came back from a 2k game vs Necrons and, uh, I have some notes.

Now to be clear, I like the concept - the enhancements are a bit mixed but fun and fluffy and for the most part the stratagems have utility even if they are a little too Platoon-focused.

The problem is, the Detachment Rule simply stops working after turn 2. I don't even mean against certain armies, I mean the way in which the rule works is diametrically opposed to how a game of 40K is meant to be played. Let me break it down:

1) The Creeping Barrage and Firestorm barrages can only affect units outside of 12" of every unit in your army. This means any sort of aggression into the midboard (which you need to score objectives, etc) will either close off potential targets for you to use it on, or force you to play a static gunline to effectively paint the targets you actually want to use them on.

2) Creeping Barrage is scary on paper, -2" Move and -2" Charge. Having to roll a 5+ absolutely ruins it. I tried it twice and across an entire army, turn 1, I got it to work once on a unit of Immortals and turn 2 I slowed some Destroyers that didn't want to move anyway. The random element absolutely breaks the utility of it - if I were to suggest a fix to this, I'd amend it with : "You may target units within 12", but each time you do so, roll 1d6 for every friendly unit within 12" of that targeted unit. On a 6+, that unit is also affected by the bombardment."

3) In general, the bombardments aren't the kind of game-changers that Combined Arms or Recon have - they're incredibly circumstantial and offer very little practical benefit across the board.

Beyond that, stuff like Minefield and Callous Sacrifice feel rough as Platoon-specific strats. Being able to use Minefield on, say, Ratlings, would synergise well with the fragility and make an opponent think twice about mopping them up in melee.

Also, no 'On My Position' for a Detachment literally based around off-table artillery? Come on, man.