So having played in two tournaments (using Roboute Guilliman in neither) its time to take that feedback and experience and look at what I can add into my list moving on.
So without further ado, I bring your the Gamma variant of my list:
Super Heavy Auxiliary
Relic Spartan Assault Tank, Quad Lascannon x 2, Twin Heavy Bolter, Multi-Melta
Captain (Chapter Master) - Power Axe, Plasma Pistol - Warlord Trait - Adept of the Codex, Relic - Santic Halo
Librarian - Force Sword, Storm Bolter, Smite, Might of Heroes, Null Zone
Lieutenant - Power Maul, Plasma Pistol
Intercessor Squad - 10 Marines, 10 Auto-boltrifles, 2 Auxiliary Grenade Launchers
Tactical Squad - 10 Marines, Heavy Bolter, Combi-Flamer
Scout Squad - 9 Scouts, 9 Sniper Rifles, 9 Camo Cloaks
Landraider - Twin Lascannon x 2, Twin Heavy Bolter, Multi-Melta
Repulsor - Heavy Onslaught Cannon, Onslaught Cannon, Ironhail Heavy Stubber, Twin Heavy Bolter, Storm Bolter x 3, Fragstorm Grenade Launcher x 2, Krakstorm Grenade Launcher x 2
Total: 2,000 points
Command Points: 6 (3 pre-spent)
Deployment Drops: 3 (minimum, realistically 4-5)
So this list keeps some of the best bits from my previous list, but adds in a couple of flexible options.
I have bumped the Intercessors upto a full 10 man squad, allowing me to combat squad them should I need to, and providing a little more Oomph when they shoot. I am dithering a bit on the Auto Boltrifle vs Bolt Rifle... I think the Auto Bolt Rifle will be something not many people take (from what i read online), and it does provide that turn of extra punch vs 10 shots from the Bolt Rifles, and allows me to run them and still shoot, which cannot be a bad thing for late game objective grabs!
The Land Raider has a Multi-melta & Storm Bolter added to it, for that extra firepower, and make it something people are less likely to want to charge (especially if the Chapter Master is near by!)
The Scout Squad has been included, and after a fair old bit of tweaking I have squeezed in Camo Cloaks (for the loss of a Heavy Bolter in the Tactical squad & 1 scout).
With some luck this unit will be able to help take out targets like the Changeling that make things more difficult, or Imperial Guard Commissars, or other Lieutenants / Captains etc.
The Repulsor gives the Intercessor some extra legs, and packs a lot of anti-infantry firepower rocking in with 35 shots when the enemy is within 18", plus 2D6, jumping to 41 + 2D6 at 12".
The list allows me to start with only T8 targets on the table should I need to and for tournaments pre Chapter Approved coming in will let me finish deploying in 3 drops, and should help me massively with that first turn, even after Chapter approved is in play I will be getting the +1 most games.
This list feels pretty good, and with the Re-rolls from my Captain I am hopeful that it can knock out pretty much any target I am likely to face in one round of shooting, and with any luck it might very well knock out most hard targets in one or two turns.
It also lets me get that extra fun of getting some of the new kits which is always nice!
It wont work in tournaments where Forgeworld is not allowed, however I have a plan for those games!