The list first, then some considerations:
1500
SAFH Guardsmen
Doctrines: Close Order Drill, Sharpshooters, Cameleoline, Drop Troops
HQ
Command Platoon: 441
Command Squad: Cameleoline, Junior Officer w/ Honorifica+Iron Discipline, 3 guardsman w/ lasgun, 1 vet w/ standard 91
Mortar Support Squad: 3 Mortar Teams, Cameleoline 90
AT Support Squad: 3 Lascannon Teams, Sharpshooters, Cameleoline 130
AT Support Squad: 3 Lascannon Teams, Sharpshooters, Cameleoline 130
Troops
37th Cadian Infantry 337
Command Squad: Cameleoline, Junior Officer w/ Iron Discipline+Bolter, 3 guardsmen with flamers 74
Infantry Squad: Heavy Bolter, Grenade Launcher, Cameleoline 88
Infantry Squad: Heavy Bolter, Grenade Launcher, Cameleoline 88
Infantry Squad: Heavy Bolter, Grenade Launcher, Cameleoline 88
364th Airborne 266
Command Squad: Cameleoline, Junior Officer w/ Iron Discipline, 3 guardsmen with Meltaguns 85
Infantry Squad: Missile Launcher, Grenade Launcher, Cameleoline 93
Infantry Squad: Missile Launcher, Grenade Launcher, Cameleoline 93
Fast Attack 132
Hellhound E.A., Smoke 123
Heavy Support 318
Basilisk- Indirect Fire, Improved Comms 145
Leman Russ Demolisher - hull
HB, Sponson
HB, E.A, Smoke 173
The general plan for this army:
This is primarily a shooty army who'll knock your socks off from across the board, hopefully before you can return the favor. I've added in some mobile, durable firepower in the form of tanks and some drop troop infantry for the purpose of claiming distant objectives. Rather than a small group of elite warriors like the Spaz Marines, I like to keep my guardsmen barebones. Give them just enough equipment to do their job, and nothing else. Then blanket the entire army in a 3+ cover for good measure

.
-The basilisk and all infantry excluding the 'airborne' platoon sit on an objective, in cover, or both and blast the enemy's pants off. Meanwhile, the
LR and
HH push up 6" at a time, throwing fiery explodey death out 24".
-Meanwhile, I use the imp comms on the bassie to try and keep the airborne platoon in reserves, at least the two
ML/
GL squads. Wholeheartedly willing to throw away the melta command squad on a tank, they can be used as
Ld for their infantry squads if needed.
-the airborne infantry is kitted out like it is because their job will be to drop in on an objective, and handle whatever threat is most opportune or vital. With their loadout they're not very expensive, and can address most threats. Either putting Mid-strength shots into rear armour or peppering infantry with several blasts. The idea is that through Imp. Comms They can show up late enough in the game (Turn 3/4 preferrably) that the Demolisher and Hellhound have arrived on the objective they're dropping in to take and thinned out resistance considerably.
-The other infantry command squad (with the triple flamers) can do one of two things. They can wait with the firebase as a sort of pre-emptive countercharge unit, or drop in and flame depending on the board and the opposing army.
-The command platoon is there to keep my shooty units from running like girls when the enemy shoots back.
-Mortar squad and Bassie sit far away, preferrably out of
LOS (yeah right!), and rain death on virtually anyone. They'll often sit near my firebase as well, or I can seperate them to force the enemy to also split. These guys put out a whole lotta pinning, even forcing marines to hit the deck once in a while. S9 ordinance hitting side armour will ruin the day of Leman Russ, Chimeras and anything else with side armour issues as well. hell, I've seen a mortar squad immobilize a chimera: getting a 6 on 2 dice isn't all that hard with 3 shots. The mortars are obviously only there to wreak havoc on massed infantry.
Problems:
-Not enough meltas. One dropping melta squad (not even vets) feels very insufficient, though the 6 lascannons, demolisher and basilisk are all well-equipped for anything AV13>.
-The dropping infantry for point holding is conceptually very strong, but I'm not completely satisfied with their loadout. I'd feel much safer dropping some plasma Stormtroopers in with them, but the points aren't there for this list size.
-Those shooty infantry squads. From what I've seen, the las/
plas squads of old are no longer worth their exorbitant cost, so I'm shying away from them. My list needed more anti-infantry, and
HB infantry platoons can do the job. Question is, is there a better special weapon to pair with
HB than grenades? I know many hate them, but they seem like the only reasonable anti-infantry special weapon besides flamers.
HB/flamer would be ok, seems to me like most of the time I wouldn't even get to use the flamers though.
-Singles of any version of tank make me nervous. Points are the only thing stopping me from doubling up on both the hellhound demolisher. As they stand, I think their loadout will do nicely. At this point level, I think their survivability is acceptable as well.
Suggestions and criticisms welcomed.