The idea of the list looks good, but there are some things that you're setting up badly.
Gailbraithe wrote:Company Captain 140 * Power Fist * Combi-Flamer * Melta Bombs
Power fists are best on veteran sergeants; you're wasting this guy's high initiative and there's a decent chance he'll be killed before he can strike. Get him a relic blade or pair of lightning claws and he'll be much more effective.
Techmarine 80 * Power Weapon * Plasma Pistol
This is a lot of points for weak benefit - get him a servo harness instead for 5 pts less. Then he gets a twin-linked plasma pistol, flamer, the ability to fire 2 weapons, +1 on his rolls to repair, and another powerfist attack, and only loses his unimpressive power weapon attacks.
* Sergeant's Bolt Pistol > Chainsword
This is bad to do, it just makes your guy worse. If you convert the bolt pistol to the chainsword, you give up the ability to shoot at up to 12" and charge and gain nothing.
CCW (chainsword or otherwise) only does you any good if you have two of them for the bonus attack (or
CCW and any pistol, or
CCW and power weapon, etc.). You should either leave the bolter on him so you can shoot twice within 12" or replace the bolter with a
CCW which will give you a bonus attack. Also, at least some of your sergeants should have power fists (replace the bolt pistol). They're much more effective in squads than on a commander.
I'd vary the
tac squads a bit, one of the ones in a rhino should have a melta gun. You can also look into combi-weapons for the sergeants, those let you get 2 flamer or 2 melta shots in a round.
Land Raider 250
The land raider really should be carrying a heavy duty unit like terminators, command squad, or something similar. If you've got the model this will work OK to get your captain into the thick of things, but in the long run I think you should get a harder unit or ditch it.