What I was doing was checking individual weapons and units on the Metric System by Nikephoros. I checked all of the weapon options for Crusader Squads, similar setups done by Command Squads and Sword Brethren and Crusader Squads, etc.
FYI: The Multi-Melta gives the best numbers for the cost and the Lazorback does the same ratio of damage to Marines as the Bolterback. But now back on topic.
I was looking for a way to make the Heavy Bolter worth taking and so I compared an Initiate with a Heavy Bolter to one with a regular Bolter and found that the Heavy Bolter was 50% better for the price. Then I checked on Lascannon to Bolter (25%) and then I thought of something. I had long ago passed off the Plasma Cannon as an over-priced risky weapon that had was only mediocre at killing armor and all-together inferior to the Missile Launcher; so I checked an Initiate with a Plasma Cannon to an Initiate with a Bolter. 439% better. I was stunned. And then I got an idea for a list.
Some tweaking later and checking it on the Metric System, it is not too shabby.
Emperor’s Champion: Vow (Abhor), -110
6x Crusader Squad (5): Bolters, Plasma Cannon, Plasma Guns; -666
3x Razorback: TL-Lascannon, Extra Armor, Smoke, Searchlight; -287
3x Razorback: TL-Lascannon, Smoke, Searchlight; -272
3x Land Speeder: TML, Multi-Melta, -255
3x Predator: Autocannon, Lascannon Sponsons, Smoke, Searchlight; -387
Alright, first off is why I chose each unit. I don't need Accept Any Challenge and Abhor the Witch gives me some Psychic Defense plus it's cheap. I have so many Crusader Squads simply because they are more points efficient than Sword Brethren or Command Squads for what they bring and Termiantors wouldn't fit the Armor Saturation. Plasma Guns because they are nice and I like the range. Razorbacks to give me some extra Anti-Tank as well as being able to hurt AV14. Multi-Meltas on the Speeders for their extra help against AV 14 (when it gets closer) and it isn't like I need the Anti-Infantry. Predators add Armor Saturation as well as Anti-Tank.
Originally, the I had regular Typhoons and Tri-Las Predators but that combination didn't give me enough Anti-AV14 so I changed. Before I made the change, however, I did try to give the Crusader Squads Meltaguns. But the Meltaguns have such a short range and I don't have an easy way to make them mobile or make sure they hold the mid-field so I went with this.
The Strategy is to sit the Crusader Squads right on top of objectives, preferably two of them. If I can only get one objective claimed then I will hold it with three Squads (room allowing) while the other three get positioned where they can shoot lots of things. The Typhoons, Razorbacks and Predators shoot vehicles, especially transports, while the Crusader Squads would prefer to shoot at Infantry but they do have the ability to target light vehicles. The Land Speeders won't be using their Multi-Meltas for a while until they need to stop some heavy armor when they move Flat-Out to block them and then open fire next turn.
Now for the scores; they are as follows:
What do these numbers mean? They mean that I am right on par with Marshal Learoth's Hyper-Optimized NOVA Open list in destructive output; extra DMS but lower DMCC (both by about the same amount). Of course, I might have to re-adjust this because I had forgotton that Plasma Cannons don't shoot if you roll a '1' (as opposed to another template which will simply still fire). Even so, I'm not dropping by too much.Now, it is worth the effort to have plans on how to deal with certain army types so I'm going to run through some common ones.
Hordes. I place an average of 5 AP2 Blasts and 6 AP5 Blasts at ranges that can touch the other side of the table. Heavy Bolters and massed high Strength low AP shots will gradually thin their number. All the Lascannons and Plasma Cannons will also serve quite well to take down anything that is especially strong long before it reaches my forces. Plus, I can form a defensive perimeter of Tanks should the enemy get too close while I unleash Bolter fire. In a standoff, I think this list has the tools needed.
Mech Marines. Massed mid- to high-Strength guns will quickly de-mech them and then their Armor saves will be worthless to the Low-AP. Again, range will not be a problem.
Biker List. Biker lists have the advantage of impressive mobility and improved Toughness. Toughness will do nothing against most of the guns in this list and Mobility won't save them. There is the danger that they will close quickly and use their Meltaguns/Plasma Guns to kill the tanks, when they will get shot by Small Blasts until they are all dead. Even so, they pose the greatest threat so far.
Rocks. Now, I'm thinking of lists that have one or two super units in transports that come to kill me. Lascannons take down their ride, Plasma Cannons ignore their armor. Ideally, each Rock unit will take 1 turn to eliminate. Of course, they may be able to get close, when the Land Speeders move Flat-Out to block them while I shoot at other parts of the army and next turn 3 Multi-Meltas plus any required Lascannons serve to destroy the vehicle.
Mech Imperial Guard. Once again, same strategy in general. However, this type of list presents something that is unique. I have absolutely no close combat ability whatsoever, which means that I will not have the option of running over to them to beat-face. I have to use especially careful target priority and clever use of terrain and cover in order to overcome a well built one of these lists. Why? Because my strategy is the same as theirs and they are better at it than me.
Skimmer Armies. I expect to have killed all or most of my opponent's vehicles by the end of the game, if they do have some left that are in a position to contest objectives then I will be sure to maneuver some of my own tanks into their way so that they cannot as well as contest objectives on my own.
Deep-Strike. This is simply being careful in Deployment. I admit, right now I have no idea how I would do it but I only need to learn and then apply that learning to this particular list. Oh, and when they come down? AP2 Small Blasts. If they run then there is less chance that I will miss completely.
Those are the only major ones I can think of except for Terminator Armies and Monstrous Creature-heavy ones. But I have plenty of what can kill them so they aren't a problem either.
Sorry about the length of this post and how poorly worded it is. But I don't feel like editing it anymore so here it is. Thank you.