Also why extra thunderhawks? This chapter isn't meant to be hyper mobile and we have a dread trait.
Our dreds are active all the time, bored and will probably want to get involved and go do stuff. Need fliers to move them.
Sadly don't have flying / orbit droppable dreads yet.
Also, this chapters combat doctrine is - as far as I understand - to strike at rebellions before it ramps up, or to take out the leadership. Something like that, instead of sieging the whole planet/PDF.
There are chapters which do that by various means like spy stuff, stealth, fear, etc.
Ours, I assume, is kind of like discount old Luna Wolves? Focus on direct decapitating strike.
That is probably what was behind the thunderhawk idea.
Not sure if it's better to requisition extra equipment for the chapter or arrange for strike/assault training, but picking
some option to help us execute the second part mission might be useful.
Investigating and uncovering the traitors should be followed by their effective removal, which we should be able to accomplish on our own, and do so suddenly and precisely to avoid situation degenerating into a mass war.
Kind of wish we could pick more stuff, multiple options look like they would be have good synergy or increase effectiveness of the build.