Greetings Sons of Khan!  I've been on a Hiatus from 40k for almost 8 months ( I haven't had an army). But now, my painting is almost complete and I've set my eyes on our local GT at the end of the month as my first full tournament with my White Scars since 2012.  For the first time ever the points for the tournament has increased to 1850.  I'm quite excited as it means I can take a pretty solid list with lots of bikes and toys to spare.

Here's the list:


HQ:
Captain - 190
-Bike, Artificer Armor, Power Fist, Storm Shield

Librarian - 135
-Bike, Null Zone, Avenger

Troops:

Bike Squad (4+1) - 185
-2x Meltas, Multi Melta Attack Bike
Bike Squad (4+1) - 185
-2x Meltas, Multi Melta Attack Bike

Bike Squad (4+1) - 185
-2x Plasma, Heavy Bolter Attack Bike
Bike Squad (4+1) - 185
-2x Plasma, Heavy Bolter Attack Bike

Bike Squad (4+1) - 170
-2x Flamers, Heavy Bolter Attack Bike

Fast Attack:

Land Speeder Typhoon, Heavy Flamer - 90
Land Speeder Typhoon, Heavy Flamer - 90

Heavy Support:

Thunder Fire Cannon
Thunder Fire Cannon
Storm Raven w.  Multi-melta, Hurricane Bolters - 230

1845.

Looking like a melta bomb on someone.  Also need to decide what kind of force weapon the Librarian is going to carry.

So the captain is meant to be a beat stick.  Rocking the power fist and storm shield he should do pretty well at tying up tougher characters and provide the only real CC punch in the list.  The Libby is using arguably the best psychic power in the game with null zone, and if he's in range and I'm not concerned about the need to reduce invul save effectiveness he can pop his Str 6 AP 3 flamer power turning him into a mini Hell Turkey!

I decided to run the MSU bikers to max out on special weapon choices.  The Flamer squad is where both HQs will land.  I'm hoping to use the squad aggressively to clear out troops relying on cover and get them off objectives.  It's also my Anti ADL squad.  

I've noticed in a lot of recent match ups that people are lacking in the long range firepower department which makes the speeders an attractive choice.  If i don't have first turn or enough LOS blocking terrain they'll either reserve or deep strike.  The heavy flamers turn them into a more toolbox style vehicle if my opponent gets the jump on me and gets close.  


I struggle against horde armies.  I think I've played Tyranids 5 times and I've only won once.  I don't know if its just a mental block that I make more mistakes when I play against them but I really struggle to kill all of the MC and stay far enough away from gaunts to prevent getting tied down in CC.    The thunder fire cannons, hurricane bolters, and the heavy flamers on the typhoons should help in this department.  

I brought the Raven as a tough flyer that can dog fight pretty well.  Rocking twin-linked heavy weapons and POMS it might get lucky and pop two flyers a turn.  The Hurricane bolters are again there for redundancy against horde armies.


Tear it apart.  Let me know how I can improve the list!