hey, sorry i wrote so much. I had too much time on my hands. I can see the appeal of having 3 different places to reliably teleport your terminators, I would probably still not take all 3 beacons, though. razorbacks might be a good choice, some folks around Heresy will tell you that they are way better than rhinos. you'll have to figure that one out on your own. another area where I might be wrong is the HK missiles. some people say they are too unreliable to be worth their points. I like your idea about adding a landspeeder to this list in exchange for the 2 termies.
(side note: locator beacons and teleport homers are 2 different things. tac squads can only take teleport homers. pods and scout bike squads can only take beacons. the difference is that teleport homers only affect terminators while beacons affect anything that deep strikes, such as a landspeeder.)
as for the models you don't own: Most people agree that assault marines are not worth it (just an extra attack on a squad of marines that can't score) and that assault terminators are the better choice for that role. landraiders are always nice. but they do cost a lot of real-world money.
No worries about the lengthy reply, I found it quite useful. I did not realize that locator beacons and teleport homers were different. In this case I will only be taking the one, possibly two if I find it necessary, on the tactical marines. I decided to cut a tactical squad, it was a lot of basic marines which probably would not result to much. The new list is as follows:
Tactical Squad 1 185 points: ML and Flamer and homer
TL lascannon razorback
Tactical Squad 2 170: ML and Flamer
TL lascannon razorback
Dread w/heavy flamer (replacing the storm-bolter on the CC arm) and assault cannon. I still like this set up and find it great at taking out hoards.
Terminators: heavy-flamer, I might switch to the missile-launcher or assault cannon. I have the terminators already built for either. (I actually own 20 terminators from my DA army, all magnetized, so I can definitely add more terminators if that is a sound tactical decision.)
8 stern: lightning claw, 2 combi-melta, drop pod
1 dakka predator
This actually leaves 415 points to build up the army to 2,000 points. Leaving the only available slots in troops, fast attack, and an HQ. To be fluffy I have a nice Crimson fist captain built and painted along with a command squad but I don't see either as being useful. Plenty of bikes and land-speeders but I am not a fan of space marine bikes and the landspeeders are kinda faulty for ninety points (I only like the ones with missiles). I really appreciate all the input, it really helps. I could add five terminators, combat-squad them. I like that idea.
@ Ultra Marine Fan 1980
I would like to keep the dread for now, however, I think 10 is too much unless I plan on combat squading them. That's too much bolter fire from one squad, so I will go down to eight. I liked this advice and I overlooked the idea that sometimes too much is overkill.