Oh just another thought if your running scout bikes and snipers try adding the cluster mines.
Given the working on the rules for the cluster mines you can use them to defend your snipers. Nominate the area of terrain for the mines and then deploy your snipers to that. Since the mines only trigger off of a unit "moving" into the terrain your snipers won't trip the mines. Snipers make appealing targets for assault units and anyone assaulting would then take 2d6 attacks. While they would not be the end all be all against marines it would help against eldar assault units, deldar assault units, orks, and nids.
Obviously not the only way you could use them but one that would dove tail nicely with your current army build.
Wow, that's a pretty good idea! But am I reading this right? I name the piece of terrain after the terrain has been placed, but this is before we have deployed or even picked table edges right? So I don't even know whether the terrain piece I want will be available for the scouts to hide in. It would be pretty nice though...
So I played a game with this list today. It didn't go so well. I dropped the alpha strike and the vehicle damage table hated me. I managed 4 damage results and even with the +1 for AP1 my best result was a weapon destroyed. after that less than stellar beginning it was all down hill. After the game, my opponent (who knows a lot about space marines) and I had a play about with the basic concept and came up with this at 1750pts, which I really like:
Librarian, terminator armour, combi-melta, gate of infinity, null zone
Terminators, cyclone missile launcher, chainfist
Ironclad dreadnaught, heavy flamer, drop pod, locator beacon
Ironclad dreadnaught, heavy flamer, drop pod, locator beacon
Scout squad, camo cloaks, missile launcher, sniper rifles
Tactical squad, 5 extra men, melta gun, multi-melta, combi-melta, rhino
Tactical squad, 5 extra men, melta gun, missile launcher, combi-melta
Scout bike squad, combi-melta, melta bombs, locator beacon
Land raider
Thunderfire cannon, drop pod
1750pts exactly
So now both my tactical squads start on the board with one rocking a land raider. The thunderfire tech marine is reinforcing a ruin to give the scouts a 2+ cover save and himself a 3+ and he's dropping a third (empty) drop pod so I still get both dreadnaughts on turn 1. That's quite a lot more long range fire support. The scout bike squad is pared back to basics, which is a shame because I really like the grenade launchers, but what can you do. Also, no amazing vanguard vets squad, but they were really expensive for 5 guys in power armour...