cassiaus wrote:I'm not an awsome SM player but here goes. I have problems with running Heavy weapons in Tac units.
You should have stopped with the first sentence. Terrible advice.
Anyway.
In regards to your list:
Scouts cannot take transports.
Epistolary is a waste of points with the powers you have taken.
C:
SM Assault Marines are terrible, don't even bother with them unless you're running Blood Angels.
Assault Cannon is a terrible weapon for Terminators. Cyclone Missile Launcher is infinitely better due to range,
AP and Strength of the weapon.
The command squad is quite useless. It's a unit designed for close combat, but has no way of getting there.
You have no way of taking objectives. Get some transports in there; one per tactical marine squad and for the sternguard.
The Dreadnought is not efficiently equipped. The Lascannon is overcosted and you can get cheaper missile launchers in your tactical squads. Go for a Riflemen Dread (2 x Autocannon) if you want a shooty dread.
I'd suggest you start playing at 1500 points to start with. Anything less means you don't have enough enough points to take anything but the basic Troops +
HQ - this is particularly true for Space Marines. 2500 is far too much to start with. Here are a couple of basic rules that you should follow:
Every Tactical Squad should have a transport.
Unless you're in a Kill Point mission, there's almost no downside to Combat Squadding. Hence why cassiaus advice above is terrible.
Close Combat units need a way to get into combat, ie, a transport/bikes/jump packs/mount. Otherwise they'll get kited and shot to death without actually doing anything.
I hope that helps.