I posted this on the old SW forum a while back but I figured that this would be a good op to get more varied responses.
ADV: Be Swift As The Wind
DIS: We Ride(stand) Alone
HQ:
Chaplain (MoS)
Bike
T-Honors
Melta-Bombs
Elites:
Bikers x5
--T-Honors
--Power Fist
Plasma Gun x2
Attack Bike w/MM
Melta Bombs
Furious Charge
Bikers x5
--T-Honors
--Power Fist
Melta Gun x2
Attack Bike w/MM
Melta Bombs
Tank Hunters
Bikers x5
--T-Honors
--Power Fist
Melta Gun x2
Attack Bike w/MM
Melta Bombs
Tank Hunters
Troops:
Bikers x5
--T-Honors
--Power Fist
Plasma Gun x2
Melta Bombs
Bikers x5
--T-Honors
--Power Fist
Plasma Gun x2
Melta Bombs
Fast Attack:
Scout Bikers x5
--T-Honors
--Power Fist
Melta Bombs
Scout Bikers x5
--T-Honors
--Power Fist
Melta Bombs
Scout Bikers x5
--T-Honors
--Power Fist
Melta Bombs
1) I keep the option to change any PGs to MGs (and Visa Versa) dependant upon my situation.
2) Tank Hunting Elite units for anti-vehicular engagements (ATK Bike inside of squads keep insta-death away from them)
3) Chapie joins FA Elites and goes to town.
4) Troops go as fodder or clean up crews (blocking LOS or firing away and assaulting wherever they get the chance).
5) Some might ask, "Why use scout bikers...or why so many?". The scout bikers are the only SM unit I've come across that can almost definitly assault on the first turn. With the "Scouts" special rule I can set up 24" away from my board edge, move 12" more, shoot, and then assault 6". That's 42" of the 48", if you get 1st turn, vehicles haevn't moved and Power Fists/Melta bombs are going to be devastating to them. If nothing else you can tie up 3 heavy weapon squads for a turn (or more) while the rest of your army makes it to the enemies deployment zone. Deadly I'd say. Even if they get to wipe out some of the scouts, they're only 165pts ea.
What do ya'll think?