Seriously, format your list so that you don't have to explain everything in sentences. For example, when you say
To start with, I would go in the SM articles section and read the various tacticas, particularly the one for tactical squads.
But I'll give you a quick run-down of good tactical squad selections:
1) 5 man tactical squad with Lascannon or plasma cannon, 90 - 95 pts. This squad is a basic sit-back and shoot squad. If it has a plasma cannon, it should be used to kill infantry like Space Marines, and if it is a lascannon, us it to blow up vehicles or shoot other large targets like TMCs.
2) 6 man tactical squad with Plasma cannon and plasma gun, 120 pts. This squad is just a basic anti-marine fire support squad. It really does well, considering that it only costs 120 pts.
3) 10 man tactical squad with meltagun, veteren sergent w/ powerfist, drop pod, 220 pts. This squad simply drops down with deep strike and commences assault on the next turn. The meltagun can also be fired before assaulting.
Basically, if you have a tactical squad that shoots, it shouldn't be assaulting at all, and if it assaults, don't bother with heavy weapons.
What you really need, however, is a veteren sergeant with a powerfist. Since individual models can't be picked out in assault, you can take out the surrounding marines as casualties, and then use his powerfist without trouble. These are called "hidden" powerfists, because there is almost no way to pick them out (some units, like a vindicare assassin, Dark Angels Master of the ravenwing, and Necron monolith, however, have abilities that allow them to do this). When it works, you can kill Independant characters, slay powerful creatures like TMCs that the other mariens can't touch, and even just kill more marines. These will always make up for their points cost.
I would honestly drop true grit / counter attack entirely.
Saluti!
Ezekiel1990
, just say
Anyway, now I'll review your list...
You definetly want to give him terminator honours. For one, HQ selections are the best assault units we can get, so you want to maximize his killing power in close combat. Always give HQ as many attacks as possible if you want them to assault.
Ok, rhinos are not good means of transportation. Secondly, if you move them in the rhino, you can't shoot the lascannon. Thirdly, if you choose not to mount them in the rhino and instead shoot the lascannon, you're probably out of range to use the meltagun (only 12"). Fourthly, counter-attack and true grit isn't going to help you much here.
To start with, I would go in the SM articles section and read the various tacticas, particularly the one for tactical squads.
But I'll give you a quick run-down of good tactical squad selections:
1) 5 man tactical squad with Lascannon or plasma cannon, 90 - 95 pts. This squad is a basic sit-back and shoot squad. If it has a plasma cannon, it should be used to kill infantry like Space Marines, and if it is a lascannon, us it to blow up vehicles or shoot other large targets like TMCs.
2) 6 man tactical squad with Plasma cannon and plasma gun, 120 pts. This squad is just a basic anti-marine fire support squad. It really does well, considering that it only costs 120 pts.
3) 10 man tactical squad with meltagun, veteren sergent w/ powerfist, drop pod, 220 pts. This squad simply drops down with deep strike and commences assault on the next turn. The meltagun can also be fired before assaulting.
Basically, if you have a tactical squad that shoots, it shouldn't be assaulting at all, and if it assaults, don't bother with heavy weapons.
I don't think ou can give true grit to assault marines, especially considering that they don't have bolters. Furious charge and plasma pistols is good.
What you really need, however, is a veteren sergeant with a powerfist. Since individual models can't be picked out in assault, you can take out the surrounding marines as casualties, and then use his powerfist without trouble. These are called "hidden" powerfists, because there is almost no way to pick them out (some units, like a vindicare assassin, Dark Angels Master of the ravenwing, and Necron monolith, however, have abilities that allow them to do this). When it works, you can kill Independant characters, slay powerful creatures like TMCs that the other mariens can't touch, and even just kill more marines. These will always make up for their points cost.
Make this 8 men with the same weapon loadout, no counter-attack, costs an even 200 pts. IF you mount them in the razorback, you can't shoot!
I would honestly drop true grit / counter attack entirely.
You are much better off getting an extra devastator squad for that many points.
Well, remember, units that have assault abilities are wasting them if they stay and shoot, and vice versa with heavy weapons. Some units, like Terminators and bikes, can actually do that, however, because they can move, shoot heavy weapons, and assault. So I suggest you go into the articles section and read the SM tacticas.
Saluti!
Ezekiel1990