Before commenting on the list:
BrotherOfBone wrote:As far as I'm concerned, Blood Claws are one of the main reasons I took Space Wolves, you can't quite beat a nice mob of BCs in a Land Raider, either as a little surprise for your enemies (as they expect you to take a gunline) or just a big, bad distraction. I know it's not too cheap, but you can always whack them in a Rhino and they do essentially the same job.
Blood Claws haven't been that great since 3rd edition. In 5th and 6th they are definitely sub-par to Grey Hunters. Blood Claws may get one more attack than the Grey Hunters, but the options the Grey Hunters can bring (namely the Wolf Standard and Mark of the Wulfen) mean they still do worse damage output in Combat than the Grey Hunters. Plus with WS3 they are taking a lot more hits from
MEQ, which translates to more wounds.
Really, Blood Claws are only 'good' in a large unit of 15, with a Wolf Priest and Wolf Guard tacked on for good measure. Either its a slow scoring blob that takes forever to die on foot, or you are spending 475 points on putting them in a Land Raider before you even count the Wolf Guard and Wolf Priest.
And they still won't be much more effective than a 10 man Grey Hunter pack.
BrotherOfBone wrote:Also, why are you mounting your
PCS in a Vendetta? Surely that's where you want your more expensive
CCS, plus, your
CCS is your Warlord, and you don't want to lose that vital Slay The Warlord, because it can be a real game changer, especially in a 2000pt game. I usually take a stock
CCS with a medic, put them in a vendetta/valkyrie and use them as a denial unit to get Linebreaker, and snipe tanks and enemy fliers, it also stops your
CCS being killed for possibly the whole game if you put them in a stock valkyrie and leave them in reserve

Just a few tips from a long-time
IG player.
The
CCS can issue Orders that the
PCS can't. Bring It Down! and Get Back In The Fight! are fairly important orders to be able to throw out to your blob. Besides, the
CCS will have to be in on top of your blob, so the enemy isn't going to knock them out tha teasy.
Medics are never worth the points, and why you would spend 200+ points and two limited
FOC slots for a unit you apparently are hoping will never contribute to the fight because you might lose a single
VP is confusing to me...
BrotherOfBone wrote:And, Long Fangs in a Drop Pod?? They're just going to get mullered the turn they come in, because nobody wants a nasty squad of split-fire Devvys sat in their lines, I personally think you're better off putting them in a Rhino and using them to camp and contest objectives, stick them in a nice piece of cover, or even use the Rhino to block incoming fire, a bit of a horrible tactic, but it works

Drop Pods can come in empty, so you deploy the Long Fangs and bring in the two Grey Hunter Drop Pods on Turn 1. If you don't take the third Drop Pod you only get one Grey Hunter pack on Turn 1.
If you were having to deploy them via Drop Pod (happens sometimes; not often) you screen them with your Grey Hunters.
As for the list:
tankboy145 wrote:CCS 105pts
Lascannon
standard
officer with power weapon/pistol
PCS 50pts
lascannon
x3 infantry squads 210 (rune priest will be here)
x3 lascannons
PCS 50pts (vendetta)
x4 flamers
Infantry squad 85pts
lascannon
plasma gun
Infantry squad 85pts
lascannon
plasma gun
Vendetta 130pts
Leman russ eradicator 170pts (I want to try and give this guy a go because theres a lot of tau and other fragile armies that have been using a lot of cover and figured I might surprise them with this tank

)
LRBT 150pts
LRBT 150pts
I wouldn't want to put Plasma Guns on normal Guardsmen. It is expensive. Three times the worth of the Guardsman carrying it. That's a lot of points for a 50% chance to hit. If it were me, I'd put the Plasma Guns on the
CCS and I'd also ditch the Lascannon on the
CCS for more Plasma.
Flamers would be much better on your regular Guardsmen. Other than ignoring their
BS, it lets you do mean things with Wall of Death when the enemy comes to charge you. An automatic D3 hits on Overwatch
for each Flamer can really make or break some fights.
I wouldn't put the Rune Priest with the Blob however, at least until the enemy gets closer. For one, your
CCS can issue Bring It Down! to the blob and twin-link your Lascannons for you. For two, sometimes you need to issue Incoming! and Go To Ground with the blob for the likely-to-be 2+ cover save that gives you. And lastly, 5 twin-linked
BS 4 Missile Launchers that can split fire at two different targets is a much nastier combo and more likely to do damage (short: its more effective).
Now, when the enemy starts to get closer you can consider moving your Rune Priest over to the blob. Re-rolls to hit on Overwatch, especially with ~30 Guardsmen is nice. Re-rolls to hit with
FRFSRF! is also nice, but none of that matters until the enemy is very close.
I'd try to find the points for a more traditional blob, but mostly what you have already is pretty solid. For the Vendetta I'd find 10 points to give it Heavy Bolter door guns. Adding a third Infantry Squad to the second Platoon is not a bad idea, and the
PCS Flamer Death Squad in the Vendetta is a solid plan.
tankboy145 wrote:
Rune priest 100pts
Divination
Troops
Grey hunters 215pts
x10
melta gun
MotW
Standard
Drop pod
Grey hunters 220
Same as above squad but with plasma guns instead.
Heavy support
Long fangs 175pts
x5 fangs and 1 squad leader
x5 missile launchers
drop pod
Fortification 100pts
Aegis defense line
quad gun
I'd try to double up on the Plasma myself. Even in 5th edition I ran more Plasma than Melta, since the side armor of most vehicles is 12 or less. Not much else to say here. It is a solid core of units that gives you some heavy infantry you can place where you need it.
I would keep a blob in the
ADL. I don't believe the Quad Gun has to be anywhere near it by the way, but in any event I would use the
CCS to fire the Quad Gun. The Long Fang Pack Leader can't fire if he is having you split fire, and you don't want to have to choose between splitting fire and firing the Quad Gun. Since the
CCS won't be doing much besides Orders until the enemy is close, even if you insist on keeping a Lascannon on them, it doesn't hurt to have them manning the Quad.