At my local store there is going to be a 40k league and I need help revising my list.
Master-Lightning claws,jump pack,termie honors,melta bombs-175pts.
Master-Power Weaapon,plasma pistol,artificer armor,iron halo,termie honors,Furious charge,infultrate-171pts.
*has a heart attack*
Your first Master is horribly miscalculated - he's worth 145 points
Your second Master has way too much gear. Plasma pistols are never worth it on command characters - a bolt pistol will still give him the extra attack, and is much cheaper. Artificer armor is *never* worth its points - if you play him well, he will always die to pws, pfs, or monstrous creatures, making the points spent on the armor totally wasted. And a 3+ should be good enough for anyone! He cannot have both infiltrate and furious charge (nor can the command squad) - reread your codex entry, command squads may have *one* of the listed skills, not multiple. Ditch furious charge and keep infiltrate, if you must.
2 Masters is sort of pointless - you gain no additional benefit from the second one. I would keep the first master and give him the iron halo, and field a Master of Sanctity (w/ bp, TH, infiltrate) with the squad, or swap their positions and give the chaplain the jpack. This will save you loads of points, and the chaplain is *better*.
Both of them need frag grenades. And i do mean *need*
Command squad-Infultrate,furious charge
Sarge-power fist,termie honors,tele homer
Company Champion-termie honors
Standard bearer-termie honors
total for squad-235pts.
Chaplin-power fist,artificer armor,termie honors,furious charge,infultrate-166pts.
Assuming you fielded everything right, i get 250 for the squad (including TH for the 1 normal marine). But you didnt, you can't field that many veteran skills. Read the entry again. Basically, its impossible for any marine squad to have more than one veteran skill.
The squad needs frag grenades.
Well, if you field the Master with the command squad, you can still keep the attached chaplain (with another chaplain elsewhere... heh), or you could make one a librarian. Again, artificer armor is a waste of points. (Fielding artificer armor is basically inviting someone to make fun of you - here we'll kindly correct you and tell you its a bad idea, in a game your opponent will be laughing at you behind his face). However, with 2 HQ choices and an attached character, thats a lot of points for a 1500 point game tied up in characters. I'd drop at least one (probably the attached chaplain), and consider only playing one (your choice of Master or Chaplain). You need more marines in this list.
If you give termie honors to the special characters, you have to give them to the whole squad. Needless to say, this is almost never worth it. Don't bother, just field more men. Especially since this squad is too small for close combat.
I'd field it as follows:
Command Squad x10 w/ 7x bp+ccw, 2x melta, infiltrate, champion, frag grenades, searg w/ TH, pf, bp - 260 pts
I've doubled the squad size, dropped the standard bearer because he's less than useless, and dropped the apothecary because he's not very useful in a cc squad, for only slightly more (+20) points than your squad. This gets more attacks in cc than your squad did, because each additional marine adds more than TH does (2 or 3 when charging vs 1 more from TH), and makes the unit more resistant to casualties (plus increases chance of penalties to opponent's Ld for being outnumbered). I've also added some meltas to deal with incidental armor, just in case, and theyre also good marine killers. If you must, the apothecary isn't an awful addition to that. You'll find the points from all those points we've saved on the command characters. (Ive dropped the tele homer because i would drop the terminators, see below).
5 Terminators-2 assault cannons-240pts.
With a large command squad, also fielding terminators gets a little questionable in 1500 points. But if you're going to field them, add a 6th. Even numbered squads work better if you play for VPs. The point savings from characters should make this more palatable. But if you're keeping "3" HQs (counting attached character), there is no way you can afford to field termies.
8 Tactical marines-missle launcher,plasma gun-155pts.
Sargent-Termie honors,plasma pistol-40pts.
5 Tactical marines-75pts.
You need more troops than this. You should have more points in troops than any other category, and about 40% of your points in troops.
Again, remember even numbered squads work better for VPs.
What do you expect a squad of 5 tactical marines with no upgrades to do anyway? Thats just silly.
The searg should have a pf and not a plasma pistol. If he's close enough to use the pistol, he should be charging. Plasma pistols are never worthwhile when taken as wargear (and are only worthwhile when fielded as a unit weapon option on assault marines - they need the armor pen).
Land Raider-pintle storm bolter,hunter killer missle-275pts.
Any suggestions on the list or tactical advise will be appreciated
*heart attack returns*
LR is never worth it in a list under 2000 points. It also has *no* purpose in this list - the only reason to field a LR is to deliver a valuable cc squad directly into combat, to prevent the opponent from shooting at it. You could field *2* predators for those points, which would be much more effective, or a well-kitted devastator squad *and* a Land speeder tornado! Further, with all the other huge point sinks in this list, this just makes you weaker.
Also, a LR should never be upgraded beyond xarmor. Its expensive enough as it is, there's no reason to make it more of a target for meltas, bright lances, and other weapons which will shred it.
Total models: 27! I've seen Deathwing field more in 1500 points. At 1500 points you should have around/at least 50 models on the table to have any hope of doing well. Otherwise you just don't have the man power, and they can overwhelm you with shooting - even heavily armored terminators can and will go down to massed bolter fire, not to mention plasma, lascannons, meltas, and all the other nasty weapons another marine list can bring to bear.
I would field 1-2 command characters, a large command squad if you must have one, and another 30+ marines in tact squads, plus a devastator company as a good place to start. After that, you can start thinking about terminators or predators. Leave the LR at home unless the command squad is going to ride in it, or you're going to play assault terminators, and even then only in games of 2000+ points.
I would also keep command characters fairly minimal - eg, cc weapon(s) of choice, TH, mode of delivery (jpack or infiltrate or in a squad w/ transport), an inv save of some sort (halo or cc shield or rosarius), and maybe melta bombs. Thats it. Nothing else is worth its points, unless you field a librarian, in which case a familiar and a good power are worthwhile (but he comes with his cc weapon).