Almost a month since the dawn of the new codex, it seems White Scars have gotten by far the best chapter trait.
This and Khan add a ton of rules that basically negate all drawbacks of using bikes. And make them even better.
Since bikes can be taken as troops, it pretty much renders the tactical squad oblsolete.
For about 40pts more (comparing 10 tacs in Rhino with 8 bikes and attack bike) you get:
+1 toughnes, +6 movement, not slowed by difficult terain or possibility of dangerous terrain, 12 " run,
TL bolter, permanent 4+ cover save, hammer of wrath, relentless, Scout and best of all
HIT and RUN (this seems like 6th 's way of mimicking combat tactics and is more reliable, although it can not be used in the shooting phase)
Based on that, i was trying to conjure the most competitive list i can think of, to take in a local tournament.
Please note that while there are flyers, i mostly come across stormtalons, stormravens, vendettas, nightscythes, but helldrakes do not show up frequently and thus i have decided to ignore them.
My reasoning is that with bikes and scout, i will generally try to close the distance as soon as possible so most flyers will have a turn or two shooting at me before they hover or leave the board. Combined with good cover saves, i believe i will be alright.
WOW, i did not realise i had written such a wall of text!
Onwards to the list!
HQ
Khan w/ Moondrakkan
DA Librarian w/ Powerfield Generator
Elites
Sternguard Squad (10) w/ 2x combi-melta, Rhino
Troops
Tactical Squad (10) w/
MM, meltagun, combi-melta, Rhino
Bike Squad (8+1) w/ 2x grav gun, combi-grav, melta bombs, Attack Bike
Bike Squad (8+1) w/ 2x meltagun, combi-melta, melta bombs, Attack Bike w/
MM
DA Scout Squad (5) w/ sniper rifles
Fast Attack
DA Darkshroud
Heavy Support
Centurion Squad (3) w/ grav cannons, omniscope
Thunderfire Cannon
Thunderfire Cannon
The bikes can combat squad possibly giving me 7 scoring units. I would have a melta, a grav and 2 dakka squads.
Basically all the army has scout except the centurions. This gives tremendous flexibility and can give important tactical advantage. I can move upfield quickly and cause damage or tie up important units.
Scouts and centurions camp 2 bolstered ruins.
The
DA detachment offers me: a cheap scoring unit with 2+ cover save. 3+ cover saves for my bikes thanks to darkshroud which has the scout rule too and possibly a 4+ cover save for the 2 rhinos (the general idea would be to advance the bikes and darkshroud followed by the Rhinos). The Libby will join the centurions and give them prescience and 4++
Thunderfire cannons and Sternguard are quite self explanatory and add to the anti-personnel department.
Sternguard with scout seems a solid choice, i wish i could add more

. 12" scout, move 6", disembark 6", 12" double tap range
Thought, comments??
Is it as good as i think?
The only major change i consider would be to drop the
DA completely and either take a Land Raider to have protected and scout centurions or to add another sternguard squad.