To prove I have other forces my Crimson Fists took to the field against Orks tonight with a 2/1 loss on objectives. Still like the force and think differences in how I used them could have made a difference, but fun to play as at least with lots of options and maneuverability.
HQ - Kantor
Troops - 2 x 10 man tac squads with razorbacks, melta and missile + sarge with power fist
Elites - sternguard squad in a razorback acting as Pedro's squad
6 man terminator assault squad with thunder hammers and storm shields (might swap a couple to lightning claws)
1 dread with assault and missile launcher
Fast - 10 man assault squad with power fist
2 x landspeeders with multimeltas and heavy flamers.
Fast force with no long range hitting power but lots up close. Kantor turns even standard marines into a close combat choice by giving everyone within 12 an additional attack so assault terminators, sternguard and assault marines are pretty hard hitting with his motivational presence. The land speeders run interference and snipe targets whilst the terminators advance on the largest threat and soak fire. Seems to work OK though some weaknesses and gaps, still nice fast force that can deliver fire where its needed and assault when it isn't enough (even took a few Orks out in assault phase).
Biggest weakness? 'bunker' squads designed to soak wounds can really stall this army as aside from the hammers there isn't anything to reliably overcome feel no pain and multiple wounds but at least it has the speed to avoid these if needed. And with a loss to the army's record how can anyone doubt their efficiency?