sercoach wrote: Are there any configuration that you would recommend for specific jobs for different units?
It'll be a case of experimenting and finding your own way, but my thinking runs thusly: Your Tactical Squads are primarily going to be engaging other infantry, so lots of Melta weapons might be a bit of a waste. If you find yourself fighting a lot of enemies in Power Armour, consider Plasma or Grav weapons. Plasma has the edge on range, but Grav is less likely to 'splode your face. If you'd rather focus on dealing massed wounds (which will work against heavy infantry, but is really intended for use against light or medium infantry such as Guard or Eldar), consider a Flamer and Heavy Bolter. Missile Launchers are very versatile, but the flakk upgrade is a bit too expensive to be worth it. Any combination can work, though, so try a few out and see what you like.
Currently I am using the bikes because they came with dark Vengeance, but would it be worth getting more of them or would assault marines be a better choice?
Bikes are quite strong in this edition, but the Raven Guard rules are more geared toward Jump Packs. Bikes are more versatile, too, while Assault Squads are geared solely for combat. An Assault Squad would make an excellent accompaniment to a Captain, if you were to give him a Jump Pack, rather than a Combi-weapon.
Also does anybody have any suggestions on what to add to increase the army?
Some Scouts will allow you to turn it into a Pinion Demi-company, which is quite good. Five Scouts in a Land Speeder Storm is a great little unit for setting up a charge, can grab objectives quite handily, and will come in at less than 100pts. Two such squads will regularly win you games.
Alternatively, a Dreadnought in a Drop Pod can start ruining your opponent's plan from Turn 1, and can be equipped for all sorts of things, including Anti-Aircraft, with the Mortis pattern.
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