Hi All!
I'm playing someone this Saturday for 2451 points and I wanted to make use of Pedro Kantor which a friend of moine gifted me!
Never posted on here before but will try and seperate thing out to give everyone an idea of how I see things panning out.
My friend has told me he will play either Tyranids or Salamanders so I have to plan to be semi flexible!
Now on to the juciy stuff!
Primary Detachment - Iron Hands
Chapter Master - Warlord
Bike
Burning Blade
Shield Eternal
Artificer Armour All 275 pnts
Command Squad (From having Libby)
All Bikes
4 Gravs
Apocthecary All 210 pnts
Librarian - Second
HQ
Mastery 2
Armour Indomitus All 150 pnts
Honour Guard x 10 (From having the Chapter Master)
Chapter Banner All 275 pnts
Techmarine (Cause we can have loads of these guys!

)
Servo harness
Power Axe All 90 pnts
Scout x 5
4xSniper
1xMissile Launcher
5xCamo Cloaks All 84 Pnts
Tacticalx5
Combi Weapon
Melta All 95 Pnts
IronClad (with hurricane bolter, seismic hammer with underslung heavy flamer)
Drop pod+Deathwind All for 185 pnts
Land Raider Redeemer
Multi Melta
Extra Armour
2xHunter Killer All for 280 pnts
Idea with this detachment is to pile the Techmarine, Libby and HG all into the Land Raider and slowly move it up.
The Land Raiders durability will be in over drive as the techmarine can repair it from inside and the IWND rule will hopefully keep it in the game longer.
When enemy lines are eventually reached all of the units can disembark, fire then make a glorious charge FOR THE EMPRAH
*ahem* If all goes to plan then the land raider can demolish things with it's flamestorm cannons as well hopefully lessening any counter charges.
This eventual penetration into enemy lines will be helped by having a Iron Clad Drop pod somewhere in enemy lines to either pick off or thin out priority targets or maybe provide just a huge distraction.
Also having a beefed up Chapter Master with a biker command squad whill hopefully be durable and mobile enough to kite around and make the Land Raiders advance more deadly.
Scouts are there to infiltrate into cover early on and provide pot shots and potential pinning. The Small tactical Squad is just a filler but will hopefully be able to hold some points or make use of the melta somewhere.
Secondary dettachment - Imperial Fists
Pedro Kantor for 185 pnts
Tactial x8
Combi
Melta all for 137 pnts
Sternguard x 10
Combi x 10
Drop pod
+Deathwind All for 370 pnts
Devastator Squad
3xMissile
Plasma Canon all for 115 pnts
Now these guys hopefully going to provide some more dakka for an army largely based on closing the gap.
Pedro will join the tactical Squad and move up behind the Land Raider sticking to cover and holding contesting objectives.
The point of this combo is purely to get more shots out on the field and maybe pick off some infantry.
The Sternguard are a massive over costed distraction which will hopefully pick off a monstrous creature and survive a charge. Plan is to have 5 combi meltas and 5 combi flamers.
That gives me versatility to drop wherever and put a dent in things.
The Devastator Squad I just wanted to include as I have never used one before and the verstility of the missile launchers
I felt would serve me no matter the opponent and the plasma cannon for a dedicated Space Marine Killer
Right Thanks for reading all that!
Any thought on this list and it's weaknesses and any improvements I can make while still sticking to this point threshold?
I'm not very rich model wise but my club is okay with proxying if things aren't too far off