Ninja'd^^^
Firstly, rethink the captain. They are the worst of the non-named character marine
HQs. On a bike is probably one of the best ways to run him, but sporting no shooting or
CC weapons, he is really just a fast, hard to kill guy.
To get the best of him, boost the 4 man bike squad to 5 men (which then makes troops). You may want to swap the
PF on them to some sort of combi-weapon. Bikes are there for mobility, they dont want to be tied up in combat.
If you keep the captain and make the bikes troops, try hell-fire rounds and/or a combi-plasma on the captain and run him around with the bikers.
The
MotF is really cool. I do like them. But with a conversion beamer, you're going to try and be as far away as possible to get maximum S on the shots. This eliminates the need for a
CC weapon, so you can save yourself like 10 (or is it 15?) points.
Unfortunately, scouts cant take dedicated transports :( so you'll have to switch the
RB to the tactical marines. When you do, take the
SB, dozer blade and
HK missile away. Your
RB is likely to remain stationry shooting tanks, making the
SB and dozer blade redundant, and with the relatively good reliability of the
TLLC,
HK missiles can be overlooked too.
CC weapons on the scouts are ok. You can scout and assault to tie up weaker units, but dont expect much. Like-wise with the bolter scouts, they are worse than tactical marines (lower save and lower
BS).
I'd take the
PF off of the tactical squad sarge too, with challanges now, your likely to get locked in a challange and, with I1 from the
PF, your likely to get killed before he can strike.
I think your troops section is weak. Even if you made the bikes troops, you'd have 10 marines, 10 scouts and 5 bikes at 2000 points. That is no where near enough. I've heard people say here that
SM should have a tactical squad for every 500 points. I'm not saying to do this, but it's something to think about. You could possibly get away with 2 tactical squads and a scout squad at 2k points - but it would mean a serious list re-design.
Shooty terminators with a
CML are ok. I personally prefer sternguard for strong shooting, but
YMMV The dreadnoughts are good - make use of that
MotF!

But running one blank isn't great. The
MM is too short range to be reliable running across the ground. Your second dread is looking better. But instead of using 10 points for a flamer that will never be used (because you're going long range with a
LC), why not get the
ML instead, just to boost your anti-tank fire.
The attack bikes in your
FA section are great. I've run
MM attack bikes before with great success. They truely are awesome.
I'm not sure about your land speeder though. 60 points for 2 heavy bolters, i dont think it would work out well. AV10 is pretty weak, even if you are only going for infantry. Most infantry has S4 shooting, so would be able to destroy the
LS within a turn or two.
Your heavy support looks alright.
HK missiles on the Ironclad make sense, seeing as he is running across the board.
You could put both of your preds as destructors (auto/hbolter) if you go
LC/
ML on your dreads. The combined anti-tank fire from the 2 dreads,
MotF, Ironclad, termies and bikes will deal with most things, meaning you can go for anti-infantry predators. 85 points give you 2 Hbolters, an autocannon and av13/11/10. Only 25 points more than your Land Speeder yet so much stronger and more survivable.
Also note that you have nothing to deal with fliers. At 2000 points and, given the current meta, you'll likely end up playing an enemy with 2 fliers.
Thats just my 2 cents^ Work some revisions out and post the new and improved list and we'll see where to go from there