Not sure how much you can/want to alter your list for this game vs everyone else, but I can give you some thoughts from an IH player.
The bikestar is scary, but it's unlikely to be the majority of points. It's just a big threat while the normal marines take over the board and win through objectives. Sinking a third of your force into countering it is what your opponent probably wants you to do.
Trying to kill IH with weapons that bypass all their defense is a tough call that requires a ton of resources. Think of them as Terminators that aren't overcosted, and go for volumes of fire.
Number 1 priority is killing the medic. The drop of 2 points of FNP is vital for breaking the tentpole. Then try to inflict a wound in any way so you can strip the Eternal Warrior from Gorgon's Chain. Then you can finally start dropping those S10 attacks.
A really cheap investment to counter IH command squads is Scouts. A 10th company task force is a great, cheap Apothecary hunter. Snipers for Precision, plus you can give your heavy weapon Precision on the first turn. Since you're playing Fists, you get rerolls on Heavy Bolters, and an unsaved wound on the marine with the big red cross could swing the game. Krak missiles bypass power armor, but if it's a fully kitted squad, the Medic probably has a storm shield.
Edit: Thoughts on the Vindicators. The formation still only fires 12" away. The bike squad can finess position so they attack first, and if they pop one tank (which is pretty easy between Grav shots followed by a charge), that takes away the formation bonus (as does losing any of your cannons). Since it's a vehicle squad, an unlucky volley of Grav can even take out two in one go. 360 points is a lot if you're not already a big fan of Vindicators.
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