HQ
command squad
heroic senior officer
2 veterans(1medic and 1standard bearer
1 guardsmen with meltagun
and 1 voxcaster
total = 107 points
A Sr. Officer, or even a Jr. Officer is all you really need for a game of that size, there is no need for a HSO at 750. Though it is also better to give a Jr. Officer an Honorifica Imperialis for a cheaper HSO unless you want to go with the fluff. The medic is also not really needed, along with the vox caster. Vox casters are not needed very much, and all you need to do is make sure your men stay in the command bubbles.
You may use the models for the sake of it however.
Troops
troops unit one.
1 command platoon
Junior officer vox caster grenade launcher
total = 53 points
I'd trade the vox caster for a power weapon really.
squad one
9 guardsmen and one sargeant. grenade launcher and a heavy weapons platform lasscannon.
vox caster
squad 2.
is exactly the same as squad one detailed above. 93 points each.
Once Again, drop the vox caster, and it's also recommended you trade the Grenade Launcher for a Plasma Gun. Though you may keep the GL if you want.
troops unit 2
1 command platoon exactly as the one from troops choice one. 53 points.
squad 1
9 guardsmen 1 sargeant, grenade launcher and heavy weapon autocannon and vox caster
total 88
squad 2
9 guardsmen 1 sargeant, grenade launcher and vox caster
total 73
See above
Heavy support
Leman russ battle tank
hull mounted lasscannon and heavy bolter's in the side sponsons.
total 165 points.
Same people prefer to have three heavy bolters, or just give the russ a hull bolter and leave it. I prefer the above set up because it makes the tanks feel "complete" for me. However, any other variant is not discouraged and somewhat recommended.
total army value: 725
I would like some opinions on my list, from what special weapons to take, to include 3 mortars as a support squad to my HQ? or model the 3 unassembled heavy weapons teams as something else?
also should I include the extra plasmacannon and melta gun?
Any comments/help Will be much apreciated.
Well, you have several options. The recommended Special Weapon is the Plasma gun, so if you plan on building an anti Marine force, whore those. If you prefer fluff, Flamers and Grenade Launchers.
As for heavy weapons, the general rule of thumb is that every unit that can carry a heavy weapon should. I myself am beginning to experiment without HW in my line squads and placing all those in the Heavy Weapons squads. You are free to try this if you wish and it might be good to experiment around to determine what you're good at.
As for mortars and something else, here's an idea. BOTH.
Take the large base, and assemble a Lascannon/Heavy Bolter/Autocannon with one Guardsmen gunning the weapon, depending on whether you feel you need more Anti tank or not.
Now, take a couple of extra bases (I know you'll have some of those) and assemble the Mortars on them. Then take the extra Guardsmen and assemble him as a mortar user. You now have 6 Heavy Weapons for the price of 3.
You may also then take the Missile Launchers, and give them to regular Guardsmen, you have now have 9 Heavy Weapons for the price of 3.
Be resourceful and use these things to the fullest.
I wish you luck, purge a few xenos for me.