Looks like a fun list! I'm pretty new to 40k but I have been learning and I would change a few things but I think you should really stand your ground on what you like, don't be to concerned about not having the cheesiest list out there, all that means is that you need to be better at using your chosen units correctly.
Now to some suggestions, with the CAD lists you are not using the full extent of rules that can be advantageous to your army, if you could somehow get them into formations that would probably be better. Like with the 10th company task force, you get precision shot the first turn and if you don't move your scouts after you deploy them through infiltrate they all get concealed which gives them another 1+ to cover save, so deploy your 18 scouts in 4+ cover through scout and infiltrate, with camo-cloaks and the concealed formation they all get 2+ save. If you really like to go with a hard hitting fun scout list, the 10th formation is a good way to make you scouts monstrously hard to kill.
What are your thought with the Tech marine? Is it only for the fortification buff? Or do you just want a cheap HQ? I would pimp him out with a harness so you get the sick melee damage (+1 attack for two weapons) and the flamer and plasma cutter. With the apothecary he is pretty scary on his own but if you perhaps drop one grav-gun and give two veterans powerfist or some other hard hitting melee weapon they whole squad becomes a lot more hard hitting in both shooting and melee phase.
The dreadnought gets some hate on the internet because I think people play them as if they can take infinite amounts of fire, they can't, keep this in mind and keep him safe while he gets into flamer/charge range and he will kick ass. However I think you really need to learn how to play him in combination with a fast moving army. Deploy him safe and keep moving him to an objective that you know your enemy really needs, perhaps even try to keep him in the fortification that your tech marine buffed. Having your scouts shooting out of that ruin will get them charged fast but having this dread inside to meet any charge will seriously make someone reconsider.
I don't like the land speeder storm but if you are going to use it, put you shotgun squad in it. I know people hate sniper rifles but I like them, this might not be realistic for you do do but i would run them as 15 scouts with camo, and snipers, perhaps 3 missiles. With the sniper rule, if you mass them in the 10-15 you almost always roll a few 6s, making it AP2. With only 5 your chances to get some substantial results from 5 snipes is low.
I would just get rid of the land speeder to be honest and just run 20 scouts with camo cloak, snipers, maybe 2 missiles 2 heavy bolters and no other upgrades. Cheap, fun and effective. Deploy them in ruins on objectives and then use your bikes to intercept where ever you enemy tries to attack your scouts.
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