From this blog post: yes the crit is "correct" as in that's the crit from the Space Marine Lander unit that's used everywhere. I'm up for trials and testing and debating in another specific thread about that unit crit however so feel free to start a thread in that if you want to explore.
Really nice to see the Hawk Lord's Fan-List getting outings from you. Very much appreciated. In answer for the Hawkwing question, they pack a huge punch in the FF rolls so you get your assault Marines stuck in CC with the enemy. They force the enemy to use their,
usually, lower CC roll vs FF (looks at Leman Russ, Chimeras, most infantry, etc...) The devestators then get basically reaction free FF attacks and hopefully you can be up on your resolution if you plan it correct and have some good dice (don't go taking on assaulting targets that outnumber you two to one, which is just good advice in general

as well as not doing something stupid like assaulting Titans without MW).
Devs, jump packs or not, main purpose is to engage, not long range shooting. If you can get a second formation in support you're really in the golden zone for winning the roll off and wiping the enemy out by way of hack downs.
I really question the choice of self planetfalling WW artillery. You'd be better off taking Predators for their engagement ability. In addition that frees you up for a Chaplin for the +1 inspiring assault.
I should note that Hawk Wing support is likely going to go to +100 in future versions.
The lack of Fireraptor CAS may be a hinderance. They're fantastic formation eliminators after breaking. Looking at the theme you're wanting to play, I actually think the Salamanders may actually be a better fit. Lots of infantry and plenty of short range but devastating MW. Might be worth a trial?
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