Following the game on Tuesday - a couple of tweaks:
100 Command HQ with 2 Sniper Rifles and an autocannon, officer of the fleet.
105 Infantry HQ with 4 Grenade Launchers and a Chimera
255 3 x Lascannon equipped squads, plus a Commissar with power weapon
165 2 x Autocannon equipped squads plus a Commissar with power weapon
300 5 x Mortar Heavy Weapons Teams
155 Veterans with 3 x Melta and Chimera
85 Rough Riders x 8
120 Armoured Sentinels x 2 with autocannons
125 Devildog, Smoke, Heavy Flamer
215 Leman Russ Battle Tank, Lascannon and Pask
I've pulled the lascannon off the Armoured sentinels and gone for some autocannons. 2 extra lascannon shots are nice, but mobile autocannons are a greater threat to light tanks and APC's. I'm expecting a couple of Rhino/Chimelta rushes during the day and those Sentinels will be working their nuts off.
I have also dropped the smoke from the Sentinels - while essential on the hellhound variant, the Sentinels 'should' be moving and firing EVERY turn - making it a wasted 10pts. I've made two change to the command squad, I've dropped the flamer and a sniper and opted for another autocannon. Cheap at the price and it threatens everything. I've also taken that 30pts and invested in an officer of the fleet. -1 to enemy reserves is a must for my army and will force my opponent to consider what he puts in reserve with caution.
I am particularly concerned about flanking flamer tanks (looking at you - Blood Angels) and similar filth. Any chance to disrupt drop pod reserves, flankers is a must for a firebase army like mine.
The die is cast, speaking of which - some chessex dice are required!