I think you'll have some trouble winning ard boyz with your current list. You have far too many inefficient units to make it through ard boyz which is all about fine tuning tactics/lists down to the sheer essentials (which to me is almost the opposite of what this hobby is supposed to be about). I would start reading
YTTH immediately and check out his recommended
CSM ard boyz list:
http://www.yesthetruthhurts.com/2010/03/approved-lists-for-ard-boyz-challenge.html .
It also helps us if you list how many models you have in each squad (so we don't have to go into the codex and figure it out) and how you plan on using your army(Ie xxx is DSing, xxx is joining xxx, xxxx is hanging back on objectives, etc).
Ard boyz laws: Heavy vehicle killing firepower is key(ard boyz lists often run lots of land raiders and other tough to crack armor/hardened
TH/
SS type units), duality is important(taking/building units to kill anything), and
MSU (multiple small squads/units if it doesn't do the hover-text again) is a good mantra (although
csm doesn't always work well this way). All of these will be seen and explained in the YTTH links above. They are tried and true ways to win tournaments or any
40k game.
Now by squad:
Typhus - Overpriced, no force multiplier(ala shrike/etc). Main benefit is the ability to cast powers without worrying about perils of the warp and related psychic defenses. Otherwise you are better taking another
DP or a regular lord/sorc.
DP - Very expensive, not taken in a pair, and with a terrible power(GoC is just awful). Take 2 cheaper
DPs (possibly just wings, or wings + cheap mark) or take a pair of lords/sorcs in your squads or take a single cheap barebones token lord like in the YTTH link above.
Terminators -
CSM LRs can only take 5 models in terminator armor. You have typhus + 4 models then but I think your squad has more by the number of points.
Drop daemonic possession(you are already paying for an expensive transport that is very hard to kill, if you don't think that is enough you're better off taking another
LR to split the fire or DSing), drop the reaper autocannon(not useful as they are not relentless and every term that can should have a combi-melta/flamer which can be used in an assault setting). 5pts for a combi-melta that can knock down some heavy vehicles is incredibly cheap for a devastating weapon and you should pack them in on every possible term if you are taking terms. Heavy flamer should replace the reaper autocannon. Insane amount of pain to anything it can lay that flamer on and is assault ready.
A solid option is skipping the land raider (or taking it as a
HS option and not a transport) and DSing the terms in termicide style (combi-meltas on every man, 3ish man squad, 105pts). Kills a vehicle/key
MC, then ties up whatever it can to allow the rhinos time. You could take almost 5 such units for the price of this one unit and trade them for probably 1-3 land raiders which is a nice trade.
PM squads - I think you have 11
PMs per squad? Way too many. One good ordnance/barrage shot and that squad is wrecked and your
FnP is useless. 7 is a solid number and will allow you to take at least another squad of
PMs or
CSM. Mostly fine otherwise, but I would suggest combi-melta if you're taking combi weapons and swap at least one of the plasma guns to another melta. I would also lower the amount of plague marines in a single squad (less for ordnance/pie plates/flamers to kill at a time, and more special weapon possibilities) and take another small squad if the points work out.
Oblits - A really bad choice for ard boyz as stelek from YTTH has harped on many times. 2 good 8str heavy weapon shots (plentiful in ard boyz) and your 150pts is gone with only a 5+ invul to save them from instant death. Take havocs or put the points together with some salvaged points from elsewhere for another land raider.
Insanityphr33k wrote:i say go all plasma and lower all your plague marine squads to 5 mans. and add in more oblits.
also the combi melta is unneeded on the champions.
???? Plasma doesn't kill land raiders. Sorry =/. Melta + flamer or melta + melta. Plasma is good for killing
MEQs and terms and those are really not the danger in 2500pts for the most part.
My recommended list if you want some idea of what I was thinking(based heavily on stelek's list):
1x Chaos lord - combi melta = 100pts (goes with one of the
PM squads)
3x terminator - 3x combi melta, land raider /w combi-melta = 330
3x terminator - 3x combi melta, land raider /w combi-melta = 330
3x terminator - 3x combi melta , land raider /w combi-melta = 330
7x
PMs - (including champ)
PF, 2x melta , rhino = 231
7x
PMs - (champ)
PF 2x melta rhino = 231
7x
PMs - (champ)
PF 1x melta, 1x plasma, rhino = 236
7x
PMs - 1x melta , 1x plasma, rhino = 221
5x
CSMs - flamer = 95 (home obj sitter)
5x Havocs - 4 autocannons - 155pts
5x Havocs - 2 autocannons 2 missile launchers - 155pts
2 oblits - 150pts
It isn't exactly what I would take, but I tried to use a lot of the units you had because I'm assuming that's what you have to work with. Those 3 land raiders will be tough nuts to crack with tank-killing terms inside once they get to the destination.
PMs will have their rhinos popped turned 1 or 2 without question but they should not die without doing some good.
HS line supports with transport/vehicle killing fire. I chose plasma on the
PMs because I guess it would be bad to have a flamer on a unit not built for assaults. They should always sit back and double tap when they can and use their blight grenades to negate charge advantage. The 5 man
csm obj sitter squad can be removed and points spent elsewhere if you like (one of the
PM squads can fill the role just as well).