I've traditionally been a GK/Black Templars/Tyranids/Necron player, but I wanted to take a crack at building an imperial fists army. The main draw for me was the Gladius Strike Force's free transports providing cheap fire support for the 2+/3++/3++FNP/5++ IWND Bikestar you can make using Iron Hands. Any suggestions would be appreciated!
Space Marines: Clan Raukaan (2013) (SM Gladius Strike Force) (1850pts)
Demi-Company Captain "Smashfather" (255pts)
Bike, Chapter Master, The Gorgonís Chain, Warlord, Artificer Armour, Lightning Claw, Power Fist
Demi-Company Chaplain (115pts)
Space Marine Bike, Auspex
Command Squad (265pts)
Melta Bombs, Bikes, 4x Storm Shield, 4x Grav-gun, Apothecary
2 Assault Squads (100pts ea)
2x Space Marine w/ Flamer
2 Devastator Squads (140pts ea)
2x Grav-cannon and Grav-amp
6 Tactical Squads (95pts ea)
"10th Company Task Force" (165pts)
3 Scout Squads, stark naked (55pts ea)
The role of the bikestar is to threaten assaults and gravgun down high value targets, drawing fire away from the softer razorbacks and rhinos. With T5, x4 Stormshields and Gorgon's Chain on the Chapter Master (making the bikes 3++/4++FNP and the Chap 2+/3++/3++FNP), their survivability is as high as I could get it. D weapons are very scary to the unit, but their mobility should give them the chance to pick those battles.
With 4 gravcannons and 4 gravguns and 9 Las/Plas razorbacks, I think I've got plenty of ways to threaten High AV vehicles and mass vehicles alike. The assault marines and tac marines all have flamers, and when paired with bolters and some Las/Plas razor support can handle infantry rather well.
The 3 naked scout squads are a bit out of place and more of a tax than anything, and I've thought of shaving some points to get some missile launchers or sniper rifles in there.
What worries me most about this army is it's need to move forward, limiting it's firepower and causing traffic jams against gunlines as I move up the field. The Dev's in the Rhinos seem stuck out of range of using their Grav cannons, and they always seem to get stranded. On the upside, rushing forward with the Rhinos T1 and popping smoke does tend to draw the bulk of lascannon-esque shots off of my other Razorbacks. Also, the IWND tends to help this army shrug off a few hull points lost here and there, and it adds up to an army with a powerful T1 gunline that can weather some withering fire that you usually eat from gunlines making it up the field in the first couple of turns.
With every model in the army having Objective Secured, I think this covers all of my bases fairly well.