First off, I don't think the relic blade is the weapon of choice for a Bike Captain anymore. I would go with a powerfist or thunderhammer (keep artificer armor and storm shield).
Next, you are missing the point of bike squads. They allow you to take relentless heavy weapons (via attack bikes) as well as other weapons without maxing out the squad at 10, like you would with a tactical squad.
My thoughts are your primary bike squad should be:
Sgt w/ powerfist
2 bikes with plasma
Attack bike w/multi-melta
2 extra bikes
This gives you a 6 man bike squad. Run 3-4 of these. You will probably hear a lot of people say "but the powerfist is such a waste, you don't want to be in assault." They are correct, you generally do not want to be in assault. But when you do get stuck in
CC, a powerfist can often be a game changer.
Now, some will advocate for meltaguns over plasma. I could not disagree more. Meltaguns have a 12" range. In 5th ed, this meant you were in assault range if you fired. Now, it especially means you are in assault range. Since, as stated above, you want to avoid assaults, most of the game your meltaguns will just not get used. I may take one squad with 2 meltaguns, but the bulk of my army will have plasma. With premeasuring, stay in the 19"-24" window and shoot away until it is time to go in for the kill.
STR 7 shots will still hurt most armor.
As for your speeders, there are two options to run them. You run your squadrons all the same or you are always going to have some not doing anything.
1. TML - if you run TML, you keep a heavy bolter. Your speeders hang back and provide covering fire from 30"+ away. Speeders are fragile, so keeping them far away limits what can actually shoot at them.
2.
MM/
HF loadout - these are more of a suicide unit and do not really fit into a biker army. These need to get up close and personal to be effective. You should already have
MM on your attack bikes. If you need anti-horde, TML/
HB speeders will ruin most people's day (coupled with all of the twin-linked bolter fire from your bikes). I would not recommend taking these with this list.
If you have the points and the models, think about taking a librarian on a bike. Endurance is an AWESOME power. Attach your captain and librarian to a squad and they now get
FNP and It will not die (you are already relentless). So, now, if you do fail a save, you get a 5+ to not take the wound AND another 5+ at the end of the turn to regenerate it off. I would also contemplate taking a 3 attack bike squadron and attaching CPT and Librarian to it for the same reason.
Which leads me to attack bike squadrons. One thing to consider over
MM/
HF speeders is a squadrong of 3
MM Attack Bikes. 150 points will get you 3 shots per turn and is a cheaper ($$$) option then speeders. Somewhat more fragile, but also easier to hide.
Lastly, consider taking a storm talon to counter your opponent's air power. You are a mobile list so
ADLs and bastions do not fit as well.
Automatically Appended Next Post:
Toban wrote:Speeders, even when well tooled and this is not the case, really been touched by the hull pts rules. Even if the squadrons rules are a little better they are too much fragile.
Speeders were always fragile. However, I think the new squadron rules actually make them better.
You have to shoot at the closest model until destroyed. So, I can turboboost one to the front for a 4+ cover save while the remainder sit back and fire all of there weapons with no penalties.
Immobilized is no longer an instant wreck.
Constant 5+ cover save.
Again, they are fragile, but if you arm them with TMLs and
HBs, you can play the game of I can hit you but you can't hit me with a lot of armies. And, don't forget, if you are focused on the speeders in the back, you still have a swarm of bikes bearing down on you as well.
A biker / speeder list is all about synergy. The speeders compliment the bikes very well because of mobility and range.