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People have already been really helpful in tactics vs fighting my friend's list at 1850 in this thread.
In brief, his list is...
2 rhino's, each with ~ 10 sternguard, Pedro, and powerfists
1 landraider crusader with 5 assault terminators lead by a librarian with null zone (enemy re-roll's successful invul saves)
2 scout units
For non SM players, sternguard have ammo that can wound on a 2+, or be AP3, depending on the players choice.
My list is as follows...
Waveserpent 1 (TL brightlances, spirit stones)
... Farseer with stones, Doom, Guide
... 10 Dire Avengers with dual shuricats and Bladestorm
Waveserpent 2 (TL brightlances, spirit stones)
... Farseer with stones, Guide, Fortune
... 10 Dire avengers with dual shuricats and Bladestorm
Waveserpent 3 (TL brightlances, spirit stones)
.... 9 Banshees
Falcon (Cheap Shuricannon, Holofields, Spirit Stones)
... 5 fire dragons
Fireprism 1 (holofields/ spirit stones)
Fireprism 2 (holofields, spirit stones)
Tactics... whether i deploy 1st or second... get the heck away from his vehicles! He will likely pack everybody behind the landraider. Demolisher's only have a 30" kill box (6" movement, 24" range). Assault terminators have a 19.5" killbox from a landraider (12" movement, 2" disembark plus the size of a termy base, 6" assault).
My hope is that between a guided pulse laser, three twin linked lascannons, and two fireprisms (possibly combining them), i can incapacitate his vindicators in a turn of shooting. Rhino's are next on target priority, which should be quite easy. Fire prisms will wipe out his marines if they are out of cover (linking them, of course). Banshees will be more for the sternguards that are in cover. I plan to avoid the assault terminators for as long as humanly possible.
Hmmm. I'd say you need to focus on dropping those vehicles, and doing so at enough range to not die. Not only does killing the vehicles let you take out his guys at leisure, but his vehicles have his primary repeat firing anti vehicle weapons. Otherwise he's just got, what, three combimeltas?
Anyway Dire avengers? Totally worthless at that, though I suppose you have to kill some infantry too. Fire dragons, good yes, but they must get awfully close.
Anyway I'd say drop the falcon for the third prism (or rather get stuff to convert the falcon and magnetize it so you can swap between them). Prisms like to link fire, and just one getting hurt means you can't do that. Plus it'll save you some points, and even an third prism will have stuff to shoot at thanks to the scouts. (or hit a vehicle with a standard str9 shot). Also, while I'm not sure if it isn't better to just drop 3 str9 ap2 templactes you could link all three to fire a termi killing pie plate.
Drop one of the extra farseers and forget about guide on the other. You can't guide twin linked weapons anyway and those are what you primarily care about. Being able to fortune and doom could be good. But by the time you're casting doom you're probably already winning.
Anyway with the extra points consider getting the banshees an exarc with executioner. Also if you're going to take dire avengers consider making one the tar pit variety. Your objective here is to charge in with the banshees and make a lotta the sternguard have to hit them so they're only getting half as many attacks. Also read the close combat rules very carefully. What you want is a banshee in base contact with pedro but most of the other ones unable to get into base contact with the sternguard. This lets you bring down a mound of attacks against pedro before anyone attacks. Thus wiping him out and dropping the sternguard another attack.
But you should still have enough points to get a fourth BL waveserpent. You can put the dragons in there if you like. Alternatively you could swap the second dire avengers and dragons for heavy weapon guardians. That gives you a precious extra troop choice, and more ability to hit early on.
On that note remember he has to declare if scouts are outflanking during deployment. So you know if you have to keep guardians a bit further from the edges.
All in all though they aren't as bad mechanized as people think. Good for a few shots and cheap on points. Maybe some scatter lasers to go after rhinos or EMLs to take advantage of range to stay out of trouble.
I think with the extra firepower you should be able to take them down.
Appreciate the feedback. Just played the game, it was a tie with a slight chance of me winning. The twin-linked bright lances didn't really do it for me. Guide actually came in very helpful on the fireprisms, whereas Doom was not (except for one occasion when Dire Avengers Guide/doomed/blade-stormed the heck out of a 10 man scout squad which outflanked on the wrong side.
Looking back, i believe the two farseers was helpful as, in wave serpents, they gave me psychic coverage of most of the table. My opponent took very few shots at flat-out wave serpents, and i believe casting fortune on them would not have helped that much. All in all, the list preformed very competitively.
True, Dire Avengers were not optimal, but i don't own bikes and guardians would have been easy targets for him, even in cover (sternguard have cover-negating AP5 rounds).