By 'tanks' I mean anything that takes wounds from the Vehicle Damage Table. I know they're not all 'tanks' per se, but 'vehicles' has more letters in it and I'm a lazy bugger
MLs and
ACs aren't AP1, and because they're not AP1 it means your chances of actually destroying a vehicle are slim even with a Penetrating hit; I shudder to think how many Missiles I've wasted shooting the Storm Bolters off Rhinos. Add to this the prevalence of vehicle cover saves, and what you end up with is the conclusion that
MCs and
ACs aren't about killing tanks. They're about annoying them. That's fine. I don't necessarily need to destroy absolutely every single vehicle my opponent fields in order to win a game. More important is my ability to force cover saves and produce disruptive results against his transports and firebase models whilst maintaining the ability to put fearsome numbers of wounds into infantry if the next opponent I face is fielding 180 Orks. That's why
MLs and
ACs are good, not because there's vehicular death in every bite.
The Poison... I don't think it's really sunk in yet that Poison is awesome but mark my words, when people figure it out you'll see it everywhere. Running Cavalry is now a lot less fun :(
It would like me asking you "Would you rather buy $100 in stocks that will return $500 in 1 year, or would you rather spend $110 in stocks that will return $1000 in the same amount of time. A 100% increase in returns is significant.
Bad analogy. It'd be more like you asking me if I want to spend 30pts on two Rapid Firing Relentless Plasma Guns or 20pts on two Meltaguns.
Using Plasma as an anti-armour weapon is the same as using a Powerfist as an anti-armour weapon. In fact Powerfists are actually better because while I might need 6s to hit, I don't need to maneuver into the rear arc to hit the rear armour and cover saves don't count in
CC. Meltaguns, however, are anti-armour weapons by their very nature. AP1 counts for a helluva lot.
So.. yeah. Gimme the Melta and I'll buy some Meltabombs with the change.
Calvary can fleet, where bikes cannot. That gives the TWC a 1" - 6" movement advantage when assaulting, and a 0-5" disadvantage when not. I don't have the SW codex with me - do they have rules that differ from the calvary on p54 of the BRB.
No, they're no different; hence they charge 19" at least where your Bike is going 18" at most.
We could go into the whys and wherefores and say they're both as good as each other against non-Fast non-Skimmers from a fixed point standing start, or analyse how the Bike comes out better if he has to chase the vehicle for more than one turn, or poke at the variables terrain in the way throws up, but that would be academic, because the fact remains that using a Powerfist (or indeed any
CC attack) as anti-tank in anything other than a fortuitous moment of opportunity is silly.
Putting Powerfists on anything other than big (and thus expensive) Bike squads is a bit of a waste too, for the same reason giving them to
Tac Sergeants is a waste; if something that you'd want the Powerfist to handle charges a 5-man squad, like say a Monster or a Walker, your unit is most likely going to be dead before I1.
As far as Tactical Squads... all I can say is if you honestly think you'd be better off with Grey Hunters, take them. Please. Get them the hell away from me; I'll have the Tactical Squads with their two units in one and their free Heavy weapon, and you can have the Ld8 Chaos Marines with cheap special weapons and Counter-Attack. I would mention Acute Senses, and probably should since I pay for it in the model's cost, but considering their longest-range weapons are 24" Rapid Firing ones I won't bother.