So, here's my thoughts. I play 1000 point lists allied with another person quite often, doing dry runs for Adepticon, so I consider myself to have a good handle on that point value.
HQ:
CCS with Plasma Pistol and Power Fist, Regimental Standard, 2x Plasma Guns, and Medi-Pack.
135pts.
There are really two effective builds of the
CCS I've seen: Stay back and order, or Plasma-
CCS and they function like a better special weapon squad. This is weird in-between. My recommendation is either keep it long range weapons and standard, or commit to the plasma weapons. Medipack is really expensive for what you get out of it. I'd consider dropping it for a Chimera. Also, 5 man
IG squads won't make the splash in close combat that you hope they will; the powerfist is probably not going to get you enough kills to be worth it. Either go for a power weapon and hope it can wipe out an enemy fist before it goes, or drop the melee weapons period. Melee weapons are especially bad when paired with rapid fire weapons. You're either charging or shooting, but one way or the other, you're not using the other half of your upgrades.
Troops:
Infantry Platoon with;
- Platoon Command Squad with, Plasma Pistol and Power weapon, Platoon Standard, Missile Launcher
- Heavy Weapons Squad with 2x Missile Launchers and Lascannon
- 2x Infantry Sqauds with Grenade launchers and autocannons.
305pts
How are you using your infantry squads? Are they blobbed? If so, a commissar is mandatory. Do you think you'll be able to talk yourself into moving them in spite of the fact that they have heavy weapons? If not then you have a problem. You need to be in a good position to make land grabs if you're in an objective game. One vet squad isn't that good position you're looking for.
PCS has an aggravated form of the problem that the
CCS has: Are you assaulting or firing? The Platoon Standard is all but useless. It should be worth about 5 points as an upgrade, not 15. Finally, I'd standardize the weapons you have in your
HWS. The
GK player is probably using a land raider, so consider 3 Lascannons. A better idea would be to not use them and try to fit some meltas in for use against the
LR.
Veteran Squad with Harker, Heavy Flamer and 2x Flamers
155pts
Imperial Mantra: To waste thy
BS 4 is to spit in the Emperor's face. I wouldn't take Harker at this point level, but if I did, I'd give him either another heavy bolter and 3 sniper rifles for range synergy, or 3 grenade launchers and make use of as much range as I could. Neither is a great choice though. Three flamers belong on your
PCS, not your vet squads.
Heavy Support:
2x Leman Russ Battle Tanks with Plasma cannons and extra armour.
380pts
I don't feel extra armor is worth it, and while I see why you're bringing the plasma cannons, they're not worth it at this point level, especially when you can bring lascannons/BID for AP2 for
MCs and shoot through AP2 on termies with lasguns.
Currently the armies i verse are Space marines, Eldar, Tyranids, Dark Eldar, Grey Knights and Chaos (didnt realise i my friends had so many armies =P) so i was looking for pointers and what not, i dont get completely smashed, winning about 6/10 games but i was just looking for some general help.
What units normally trip you up? Which armies give you the most trouble? Why?
Automatically Appended Next Post: I'm also having problems rationalizing your points. I get the following:
CCS - 150
Platoon - 305
Vets - 155
Russ - 205
Russ - 205
Total = 1020