I think I have made a point about this but you know what I got some time to think as I drive down the road not really paying attention to anything in particular...
I relized a 2k list of the 10th company would actually do some real damage
Fluff wise too...
Think about it for a second...
6 - ten man squads of scouts...maxed out 3 with 10 snipers and the other 3 as assault scouts...I think my math came out to be about 850 points...and that I think includes Telion model a power fist in two of those assault squads and Heavy Bolters with Hellfire rounds in the sniper squads...base of 6 troop choices or up to 12 choices...you can barely do that in a 2k game with regular Space Marines...in a 2k game with scouts you still have another 1000 points for DOOOM...haha
OK THEN to the list of awesomeness...fluff wise too...
There would be no terminators...or sternguards...take that out of your mind first off...about the only people in power armour will be the HQ and his guys...but hey if we have the points we can work it in somewhere...haha
Captain w/Relic Blade, Storm Shield, Artificer Armour, Grenade Launcher...175 pts
...and yes this is legal as the Relic Blade is not a two handed weapon per-say and you already loose the extra attack in close combat from the SS...thus no harm no foul...the grenade launcher allows him a shot in the shooting phase if he needs it...
Command Squad w/Apothocary, Company Standard, Company Champion, Veteran w/Meltagun, Powersword, Veteran w/Meltagun, Powerfist, Razorback for transport w/Twin-Lascannons...280 pts
Scout Squad 1 w/x10 men, x9 Snipers, x10 Camo Cloaks...170 pts
Scout Squad 2 w/x10 men, x9 Snipers, x10 Camo Cloaks...170 pts
Scout Squad 3 w/x9 Men, Telion, x8 Snipers, x9 Camo Cloaks...217 pts
Scout Squad 4 w/x10 men, x5 Shotguns, x5 CCW&Bolt Pistols, x1 Powerfist...165 pts
Scout Squad 5 w/x10 men, x5 Shotguns, x5 CCW&Bolt Pistols, x1 Powerfist...165 pts
Scout Squad 5 w/x10 men, x5 Shotguns, x5 CCW&Bolt Pistols, x1 Powerweapon...155 pts
Dreadnought w/Extra Armour, replace CCW w/Twin-Assault Cannon
Dreadnought w/Extra Armour
Scout squads 1-3 will stay ten man squads and leap frog from cover to cover...
Scout squads 4-6 will combat squad out into buildings and ruins for the 3+ cover save...having 6 squads that pin per turn will stop many things...the Whirlwinds and Thunderfire Cannon will take out any hordes and armour as possible...the Captain and his squad will probably run with the Assault Scouts...
But that is 60 scouts right there...haha...and that is the marine horde army...fires like a Imperial Guard army but hits like a Marine Army...haha...now if only I could get them Chimeras...haha