Tallarn, I posted an army list over on (a forum to remain nameless) that's been collecting mothballs, and was wondering if you could take a look at it and add some input. Fair warning- it's a little long. Here's the copy/paste from (forum of Erudite intellect that can't muster one reply in 14 days...):
Company Command Squad: 3x PG, Carpace, Medic, Chimera
Company Command Squad: 4x Melta, Chimera
Ratlings: 10x Ratlings
Psyker Battle Squad: 9 Psykers, 1 Overseer, Chimera
Veterans: 3x PG, Grenadiers, Chimera
Veterans: 3x Melta, Demolitions
PCS: 4x Flamers, Chimera
Squad A: ML
Squad B: ML
Leman Russ Demolisher: Lascannon, Extra Armor
Leman Russ Demolisher: Lascannon
Leman Russ Battle Tank: Plasma Sponsons, Lascannon
*All Chimeras are of the ML/HF configuration.
Ok, so the general strategy I've got in mind for this is as follows:
Chimeras with the Platoon Command Squad, Vets, and 2x Company Command Squads will deploy in a rough column behind the two demolishers.
The Hellhound and Vendetta will deploy to one of the exposed flanks of the column, while the Battle Tank and PBS Chimera deploy in cover on the opposite flank.
The infantry squads will deploy in cover protecting the PBS and LRBT, or on objectives depending on the game type. The Ratlings will likewise deploy in cover somewhere where they and the PBS share similar LoS.
The Vendetta will scout move across the board and prepare to melt some armor on turn 1.
The Demolishers and the Chimera caravan will creep forward, with the demolishers dropping 5 inch death on any elites out in the open or tough armor targets like Land Raiders. The Chimeras will fire at targets of opportunity with their multilasers, preferably transports like rhinos/razorbacks.
As the column moves up, the PBS will attempt to nuke the leadership of any nearby Psykers or scary assault units, protecting the column along their side of the board. The Ratlings will target whoever has had their leadership popped and force some pinning checks, hopefully making any advances by infantry against the column slow and painful.
On the opposite side of the board, the hellhound will attempt to lay down fire (no pun intended) on assaulters coming towards the column from its side of the board. This is the weak spot, though, and the hellhound will need help from the chimeras and their embarked troops- especially against MEQ's.
Meanwhile the infantry squads hold down their objectives/ protect the LRBT and PBS with their bodies, dropping ML shots where needed. And of course, the Battle Tank is dropping pain all over the board from its little corner- also helping out the HH as needed.
And it goes without saying, the Vendetta deploys vets on something big and meaty and hopefully asplodes it on the first or second turn- if either the Vendetta or the vets are still alive, they'll generally be charged with wreaking havoc as best they can till killed.
This list has got three russes, 6 chimera chassis, and one vendetta, along with 75 warm bodies, many of which have a crunchy outer shell of AV 12 or 10.
Sorry for the long post, any comments?
Ok, so here we go: I think the Carapace armor in the company command squad with the medic is a bit overkill, I would say pick one and go with it, either the carapace or the medic, doubling down is a bit redundant to me and a waste of points you could use in other places.
I like the double command squad idea, if you are using it for something, I don't really see what the purpose is if they are all going to be in a guard conga line. Unless I am completely wrong, which does happen on occasion, you can't issue orders to guys in other vehicles, you can issue from a vehicle to dismounts, but not to another unit embarked in a vehicle. So I don't see the point in spending the points on the command squad when you can get the same thing with more hate sponges (IG troopers) from a veteran squad for the same points. (in the section on orders is specifically states that orders cannot be given to embarked squads) So without the benefit of orders, I think you should go with more veterans.
PBS and ratling combo is a good idea, however I would use the demolisher fire to force the checks given they are ordnance weapons and pump those 100 points into something else. Now, im not going to try and force you into some sort of 'net list' so if you want to play them, go for it, ratlings are great fun. But at the end of the day I think you will arrive at the same conclusion, the demolishers can accomplish the same thing and save you the 100 points.
PBS is great fun, just keep it where it can take full advantage of vehicle cover saves from the demolisher, a smart player will be trying to get that unit neutralized. Having to crack the armor and a cover save will make them much more survivable.
The two infantry squads that are on foot without a transport should be able to get to an objective, just make sure that you are not counting on them supplying any missile launcher fire until turn 3 or so, when they reach an objective and set up camp. Also, you might consider platoon command squad with 5 sniper rifles in it to accompany the objective takers, it may seem silly but at only 5 points per rifle it might give you that pinning check you need in a pinch if you take out the ratlings. It also gives you the ability to give them some orders to move the squads in position faster (move, move, move!), and increase their volume of fire a bit (first rank fire second rank fire). Have to try it and see!
The lone hellhound will be a sitting duck, my old rule with Leman Russ' apply to hellhounds as well: 1 is a target, 2 is annoying and 3 is a problem. I would suggest you take the points from the ratlings and carapace armour on the command squad and use them as a down payment on a second hellhound, if you really want to be brutal put multi-melta's on them (remember that hellhounds are fast so they can move 12 inches and still fire their multi-melta) this gives you a 36" range multi melta shots. The enemy will be splitting his fire between those russ rumblin towards him and the hellhounds flanking him, the chimera with troops inside will escape at least the first 3 turns without taking any fire.
On your heavy support I would drop the plasma sponsons to get the points for the mult-imelta's on the hellhounds. I know you are trying to be ready for 2+ saves with those but you need to use the command squads for that. Besides, the Russ' will be using their main cannons, not their sponsons. Keep the lasannons so if you get a weapon destroyed its not the end of the world and you can still do some damage, just remember that tank shock works great - many people can attest to the power of the humble Rhino tank shock turning a game.
Let me know what you think,