Truth be told I'd expected alot more Armour from my Orkish opponent otherwise I'd have plumped for at least an extra Attack Bike and/or replaced most of the missile launchers with heavy bolters.
Still with 6 missile launchers, 4 enemy vehicles, and no armour over 11 I'll be getting alot of use out of the frag missiles.
Basic deployment: Despite the fact that my Devs have shorter ranged heavy weapons than my tactical and scouts I wont be deploying them ahead of my troops- they're there to mow down mobs that begin getting too close in numbers to any particular section of my firebase.
The scouts will get deployed depending on where I see any glaring weakness' once the orks are on the battlefield (whether they're my weakness' or calvor's I dont know) with the Attack Bikes running interference once those evil warbikes and stormboyz are seen to- dont want anything fast enough to catch them hanging around once they start there annoying flank attacks
Didn't really want traits as such but with each Marine being relatively wargear free i thought I'd better give them some sort of advantage, hitting on a 3+ seemed a good idea for any greenskins that hit my lines- especially for the assault squad (only got 1 squad so i want as many attacks as possible to hit home).
EDIT: Realised this is a Secure and Control mission not the standard Seek and Destroy (Kill 'em all) but I think a cautious leapfrogging approach by my Tactical Squads in the opening turn or 2 will still leave me with enough firepower to ensure that not too many orks dare venture near my deployment zone in search of the loot whilst also positioning the backbone of my firebase in a more central position where there close range bolter fire will come into effect much sooner (72 bolter shots that ignore most ork armour- ouch!)