Hey there and welcome to the guard. Always nice to see new people to add to the meat grinder. Not a bad start for a list, but there are some big things to point out. I'll break it down by individual choices then look at the army as a cohesive unit.
Company Command squad- Creed, Kell, medi pack, 3x grenade launchers, bodygaurdx2
Astropath, carapace Armour, vox caster-295
Waaaaaaaay too expensive. This is a very squishy unit that will be the main target for every piece of ordinance the enemy has. Creed can be useful, but you need tailor the army to make use of the ridiculous orders he can give. Kell is too pricey in my mind, I'd drop him.
Medipack
and Carapace aren't so good, they are crazy expensive as well. FNP sounds nice, but you have to realize that these are all T3 so anything S6 or higher will negate it. 4+ save also sounds nice, but it's nothing special for the points you pay. Personally I find the best defensive option to be the camo-cloaks, especially with Creed. He can sit back with a 3+ cover save and still boss most things around.
Bodyguards are a bit 'meh' for the points, keep the CCS as cheap as possible. Drop them.
You only have one outflanking unit and I don't think you'll be deploying much in reserves so I'd drop the astropath.
Vox is useful with Creed, regimental standard would be nice as well. The Grenade Launchers are very nice IMO, but if Creed is going to be stationary in cover, a heavy weapon like an autocannon would be great.
Platoon command squad- power weapon , medi pack, vox caster, x3 grenade launchers-95
Unless you are gearing up for a huge CC blob, drop the power weapon (powerfist would be a better choice for CC as the guy is at I3 and will probably be striking last in combat anyway). Drop the medipack, waste of points on a PCS. Vox-caster is okay, but you may want to combine squads to shave down the points on them. Grenade launchers are good, flamers are another option to deter assaulters.
x3 infantry squad- grenade launcher, vox caster, lascannon- 80
If you are going with lascannon batteries take 2 20-man squads with lascannons each (forget the GLs) and throw in voxes.
Something like this:
- PCS - x3 Grenade Launchers, Vox -50
- x2 Infantry Squads - x2 Lascannons, Vox - 145
- x2 Infantry Squads - x2 Lascannons, Vox - 145
This will maximize you ability to hit multiple targets and get 2 twin-linked lascannon shots with "Bring it down" from Creed. Remember, lascannons are not meant to take down heavy armor, they are for stopping AV12, don't expect them to do overly well against heavy vehicles.
Consider commissars if you have the points.
Heavy weapons squad- 3x lascannons- 105
Bad idea, remember these are T3 so a Multilaser is capable of wiping out the entire squad in one volley. If you are taking HWS keep them cheap(autocannons are best, IMO) and take lots of them.
Good choice, but keep in mind that because you only have two vehicle, this thing will take a lot of AT fire and probably die very quickly. I'd take a few chimeras (or more hellhounds) to put up some target saturation.
You seriously lack anti-tank, I think Vendettas or Devil Dogs would do you much better.
Leman Russ Punisher- heavy bolter- 200
Probably the worst tank choice in the guard. Take a demolisher instead with a hull heavy flamer and nothing else. You really need the strength 10. Two of them would be even better.
Overall you can shave a lot of points off of the CCS and give the line-squads more focus. 4 20-man line squads with lascannons are perfect for Creed's 4 orders.
The lack of anti-tank at 1500 is a bit unsettling, even with that many lascannons. I think you need melta and S10 ordinance just to be safe. Devil Dogs or Demolishers (maybe hellhounds with multi-meltas) would be good.
Finally there is the lack of mobility. 5th Edition is a game of objective taking and the ability to get scoring units to places quickly is nice. Vendettas with SWSs or Chimeras for the PCS would work.
Hope this helped. :soldier: