Alright, I just one overed the list again..Still without any insight on the HQ choices, or what it should be...
That's what were here for.
--Troop
Tactical Squad with 10 marines
Plasma gun x 2
Infiltrate
pts 200
Tactical Squad with 10 marines
Plasma gun x 2
Infiltrate
pts 200
Good anti-infantry choice. When you infiltrate, put them near the weak points of your opponent's armies, such as small, elite units (Terminators, Destroyers) or Expensive Assault units (Assault Marines, Harlequins, Immortals). That way you break your opponents back early, and hopefully preserve your army.
Tactical Squad with 5 marines
1 Lascannon
Infiltrate
pts 105
Tactical Squad with 5 marines
1 Lascannon
Infiltrate
pts 105
I don't think that you'd want them to have infiltrate. They already have a long range, and you want to keep them protected to maintain they're anti-armour potential. I'd deploy them in my zone.
A counter-argument though would be that you can gain better lanes of fire when you have almost free reign over a 6' by 4' board. I'd set them up as infiltrators to get line of sight to weaker side armour or where you are unobstructed by terrain.
--Elite
Dreadnought
Extra Armo
Smoke Launchers
pts 110
No drop pods huh? Well then, he'll be a mediocre choice in this army. As Dreadnoughts tend to be kitted more for shooting than close combat, see if you can fanangle the points to add a Missle Launcher to him. Keep the assault cannon as well, then this dreadnought should make a good low armour, horde squad killer.
Dreadnought
Lascannon
Missile Launcher
Extra Armor
pts 140
He's good, I'd just add Smoke for extra protection.
--Fast Attack
Assault Squad with 10 marines, 2 Plasma pistols
Veteran sergant,Power Fist,
Melta Bombs
pts 270
This is a common mistake. The very nature of the Space Marines is that they can do it all. A jack of all trades, and a master at none.
There are two setups for Assault Marines: Anti Tank and Anti Infantry
Assault Marines (10)
Veteran Sergeant; Powrefist
2x Plasma Pistols
260pts
This is the anti-infantry setup. They target the static units in an army to block line of sight from the static, long range shooty units in the back. With a high rate of movement, they can often get a 2nd turn assault if played right. Or third turn if you utilize cover. Cover is great for Assault Marines for the protection from being 6" in terrain and the cover save. High volume of attacks also make for easy and swift kills. The Guard platoon's bane.
Assault Marines (5)
Meltabombs
120pts
This is a cheap and fast anti tank unit. These guys also utilize cover as does the anti-infantry set-up, but these guys opt to jump over the enemy lines to hit ordnance pieces (Basilisks) that annoy your Marines. They ignore infantry squads, because of low numbers. They're likely to get outnumbered and beaten in a CC with large squads.
Some comeback with the "What If" argument (What if there is a tank...). If that situation ever comes up with any army or squad setup, you've already made a tactical error.
--Heavy Suport
Devastator squad with 8 marines, 4 Missiles
Infiltrate
pts 224
Same arguement as the Lascannon teams.
To me, this list seems to be fairly balanced, but I think that you could try to include a little more anti-infantry (only a little!)
A viable HQ unit for this army would probably be the Master Leadership boost combination.
Master
Power Sword
Bolt Pistol
Iron Halo
116pts
The purpose of this guy is to bolster armies that are steadfast and need to hold their ground. Your army exemplifies this type of army, so a raised leadership can only help.
This guy will hang out in the back of the army as a support unit. He can hold is own for a short time if the enemy breaks your line, but without support, he'll die easily.
He makes a great CC support unit as well. If you decide to hold the Assault Marines back, then when the enemy hits your lines, he'll assault the offending unit with the Assault Marines. This way the enemy is forced to target either the Master or the Assault Marines. This lessens the pressure on the Assault Marines, and will result in a greater chance of killing the opponent.
If you want, you can give him a Jump Pack to travel with the Assault Marines, but this is discouraged. The Master is here for Ld, leave the assault bit to the Chaplain.