Thanks for the reply, Clincher, and I was worried that I had overblown the
tac squad's armaments. Now, I don't have much money, and am starting this army from scratch, so the army will more than likely remaina Footslog list for the moment.
So, I'll go ahead and go over your points;
1) I understand how Rhinos will help the squads survive, but for the moment I'll have to run them as a footslogging list. I was worried that I was spending too much on the different options for them, and I'll make a note to drop the Vet Sgts from the list, as I didn't see much use other than the Leadership value (Which, as you said, is an unneccessary thing).
The Melta bombs are always something I grab for my Marines, its a lynchpin against rampaging Walkers and makes the squad able to assault vehicle targets of opportunity efficiently.
I'm not sure how good Heavy Weapons are in the latest addition. I absolutely love the Missile Launcher because its a jack of all trades- with the ability to blast apart infantry and to blow up tanks, it is versatile enough for me to take it. The only things I'm not sure about is the Flakk Missile upgrade, and wether or not Combat Squadding will do me any good. I don't think that, with the current prevalence of Shooting in the latest addition, a 5-man squad of Marines will be able to survive, but I don't want to leave my Marines without some ranged
AT support. How well does Combat Squadding a unit work in the latest addition? If it works well enough I'll just leave a few marines and a Missile Launcher to stay back a bit while my Sergeant, special weapon marine, and a few brothers advance.
2) I was actually thinking of stuffing a Legion of the Damned squad in here, because I love their dead hard, immovable firebase stats. I want my Sternguard to act as a firebase, using their superior weaponry and better stats to move forward and wipe enemy infantry and tanks off of objectives. I'm thinking that investing in a Razorback could help that a lot, as the razor's loadouts offer a lot of versatility. I'm pretty confident that these guys can earn their points back if I can maneuver them well.
3) The Dreadnought is an oddball in this list, as I have heard that they don't function well in the latest edition. I will not be doing a lot of
cc with this unit, and I'm mainly using him as a firebase that can distract the enemy from my other, more valuable units like my Vindicator and my Marines/ Sternguard. I don't have much experience with dreads, and I don't know what good loadouts are. I thought that the Plasma Cannon would be able to eliminate most light vehicles and heavy infantry, but I was thinking an Autocannon could do the same. I will think about doing the Missile Launcher/ Lascannon setup, as that would definitely work with the "Bunker of death" I want out of this unit.
4) The
HK missile was a last moment buy for the last 10pts or so in this list. With the other things I'll be stripping down, I'll strike that off as well. The siege shield is a bit too iconic, and offers and increase in armour (last I checked) that I will be keeping, though.
5) The Master of the forge is a complete unknown unit. It has the Servo Harness that gives him more
CC power, but he also has a flamer and a twin linked plasma pistol, which would lend him a good position as a firebase as well. The Conversion Beamer is interesting, but the Bike is a no-go at the moment, as I want to keep him with my Sternguard, providing more firepower as they move forward to destroy enemy scoring units. I'm just not sure what relics (if any) to throw onto him, or how to run him in my army.
The list is interesting, but at the moment I wouldn't have access to all the variety of upgrades here. It looks like a brutal list, but the cost in extra tankage and meltas would probably run me out of money faster than I would like.
Thanks for the help man, I hope to have a revised listing by the end of the day.