pezzmurphy wrote:HQ Space Marine Captain
Libbies are more needed to deal with anti-
GK,
SW,
BA and other psycher issues.
pezzmurphy wrote:
HQ Command Squad
I'd rather spend points on tacticals, which will do nearly the same job, for a lot less, and score.
pezzmurphy wrote:ELITES Terminator Squad (5 strong) 200
Heavy flamer
CML upgrade is also good (order the bits from
GW). And still,
TH/
SS are the bees' knees, but since these are what come with
AoBR, okay. And, given that they're foot-slogging, an assault cannon is a better shooter than the
HF, given the, at least, two turns they'll be walking.
pezzmurphy wrote: Tactical Squad (10 strong) 170
Flamer & missile launcher
Order bits for the meltagun and PFist.
pezzmurphy wrote:Scout Squad (10 strong) 140
Sniper rifles (free) & Missile Launcher 10
Melta bombs
MBs are not a good idea. They fire Heavy guns, meaning assault is not possible if they shoot, and you don't want snipers close to enemy tanks any way.
pezzmurphy wrote:Assault Squad (10 strong) 190
2 x plasma pistols
Powerfist and combat shield
Upgrade all the way to Storm Shield and don't worry that the model's shield is a little bit tiny.
pezzmurphy wrote:Vindicator Dozer Blade
Whirlwind
Okay.
As for your tactics and such ... well,

. I'd like to play you.
No great shakes. It's an average list. The flavored armies,
BA,
SW,
BT, &
GK with pretty much the same selections will be better than what you've selected.