Hey folks, how does this list sound? How does it compare with other 1000 point space marine lists? I assume this is a relatively friendly list in the grand scheme of things...is it? It's pretty fun on tables with a good amount of line of sight blocking terrain to jump in behind and keep the assault marines alive long enough to charge. Less fun on an open shooting gallery, against a gunline army though.

1000 points
Combined Arms Detachment (Battle Forged) Ravenguard
HQ
Captain
Artificer Armor
Jump Pack
Swiftstrike and Murder (relic pair of lightning claws from Angels of Death)
Warlord

Librarian
Mastery Level 2
Bolt Pistol & Force Staff
Digital Weapons
Raven's Fury (relic jump pack from Angels of Death)

Troops
Tactical Squad (4 guys and a sgt)
Missile Launcher
Razorback (dedicated transport)
Heavy Bolter

Tactical squad#2 (4 guys and a sgt)

Fast
Assault Squad (9 guys and a sgt)
Plasma Pistol x2

Heavy
Predator (dakka predator)
Autocannon
Heavy Bolter sponsons

Devastator Squad ( 4 guys and a sgt)
Plasma Cannon x4
Armorium Cherub

Thunderfire Cannon

Attack plan:
*Take Biomancy with the librarian. Consider other disciplines.
*Combat squad the assault marines and join one of the two HQ models to each combat squad. One plasma pistol in each. Sgt goes with librarian.
*Park the Predator, Devastators and Tac squads with missiles in the back, preferably in cover.
*Use Devastator doctrines and Armorium Cherub to avoid Gets Hot! results the first 2-3 turns, if the devastators have targets to shoot.
*Park the Thunderfire cannon in the back, usually far left or right side, preferably behind line of sight blocking terrain. Fire at dense infantry units if possible.
*Reinforce the cover the devastators sit in with the Techmarine.
*Move the assault marine squads up the table towards hopefully weaker targets to clean them up.
The captain group really wants to tear into MEQ units. The lightning claws with Flurry + Shred wreck face against power armor. Only Str 4 though.
The librarian ideally casts force and iron arm or warp speed to hit something else hard with his squad. He is squishy with 2 wounds though. He's str 6 in melee, plus buffs from powers.
Ravenguard get to use their jump packs in both assault and movement, and reroll wounds with Hammer of Wrath
*Drive the Razorback up the middle shooting at opportunity targets and/or providing moving line of sight blocking cover for the assault marines.

How would you change things up? I sometimes run flamers on the assault marines. That and dropping the Razorback frees up 75 points to play with, which could be a third assault squad with a single flamer or a melta bomb, upgrading to Predator Anhiliator, or messing with other upgrades. Could also swap out for some lascannons on the devs. I have other models, but these are the painted ones, thinking about what to add on for higher points. Not sure the assault marine thing works so well at higher points level games though. Are Vanguard Vets able to do the same thing Assault Marines manage to do in lower points games?

I've played this mostly against Chaos, other Marine flavors, and Necrons. Vs Tau and Eldar it depends on line of sight blocking terrain being there. The list struggles a bit against tougher units, like the Necron lord on a chariot, or the Necron melee guys with the ap2 weapons. Haven't gone up against fliers. It has a tough time against heavy terminator lists also, as the assault marines just can't eliminate terminators well enough and then get squished by powerfists. The mobility the assault marines have usually takes people off guard.

Assault marines are fun. (when they make it into melee)
Thanks!