1) Dreadnought
- Twin-linked lascannon, assault cannon (is this legal?)
No, not legal. You've got two "right-arm" guns; you can only get one. The only "left-arm" gun upgrade is the missile launcher.
2) Max squad of Terminators, assaulty.
Without a transport, these guys are free points to the enemy. Even if they Deep Strike, they stand there doing nothing for a turn, since they can't even shoot, much less do what they're kitted out for.
Most of the Troops I have no problem with, excepting the bolded section:
4) Scout Squad
- ]Shotguns, Sergeant has powerfist, teleport homer, purity seals
Shotguns are the redheaded stepchildren of
40K; outside of Arbites (and maybe not even then), they should never blight the battlefield with their presence. For an assaulty Scout squad, which it must be since you're funneling the points for a Vet Sarge and a powerfist, go with the
bp/
ccw Scouts.
1) Space Marine Assault Squad
How many? Numbers count, because most won't be making it across the field to their targets. I'd go with 8, and find points for a Vet Sarge with a powerfist to make the trip worthwhile.
2) Land Speeder- Tornado pattern
One lone Speeder will be one dead Speeder in no time. Find this guy a friend. Or two.
1) Devestator squad
- Plasma cannons/Lascannons
Cardinal sin. A) Never take the overpriced guns in a
Dev squad. B) Never diversify; it just weakens the whole. The only options available to
Dev squads are heavy bolters and missile launchers; the rest is merely the temptation of Chaos, and must be shunned.
If you're tending toward a guns-based list, then go ahead and go fully that route; yank the
CC elements and grab more guns.
Tac squads with plasma/lascannon are the anti-tank staple of Marines, with assault cannons (on Dreads, Terminators, and/or Speeders) being a closer-range all-arounder.
I'm thinking this is well beyond 1500; the "Max squad of Terminators" is 400 right there. There's a lot of unknown quantities, so it's hard to say.