Well, it went better than I expected. The Titan spent the whole gaming mowing down units and soaking up railgun fire - my opponent had an entire game of needing 4s on railgun shots and getting 2s or 1s

The shields went down first time, as expected, but only 1 penetrating hit was managed all game - lost 1 SP and the re-roll stunned the driver. That was the only turn I didn't edge forward a fraction of an inch (just to be sure that there were no auto hits in
CC in case of grenades, been there done that never again!). The weaponry excelled itself, nailing almost every hit with the plasma blastgun and mowing down troops with the vulcan - he accounted for a devilfish, the Tau leader, a crisis suit, and the broadside unit, as well as a number of models in a few other squads.
The obliterators were my biggest mistake. The first 2 deployed ready to move forward and lay down fire, and ended up being fire magnets, both dying on turn 2. The third I managed to deep strike into the heart of the enemy, only to forget to fire, but he did manage to squash some annoying fire warriors and flame a few before being doused with a hail of fire. Next time I'll either deep strike 2 of them, or try to advance under cover (this game the centre of the table was quite open except for some trees).
The defiler did OK, dumping ordnance on a few squads, but near the end managed to miss and so didn't finish off the squads. The dreadnought fared little better, shooting up a hammerhead and then ended up with no lascannon and immobilised, and later shot in the back by the some sneaky crisis suits, left as a smoking hulk on the floor.
The raptors were terrible, although it was my own fault for moving them out too soon. They died in a hail of fire from the lone vespid squad.
The Lt and his cc marines didn't too badly, considering they got pinned down in the middle of the table behind their rhino. They managed to break the vespids and then consolidate into the kroot, tying them up for a couple of turns and keeping them away from my marine squads. The rhino lost it's bolter on the first turn, so spent the rest of the game tank shocking a fire warrior squad and ended up being blown up - taking a few of the fire warriors along with it
Overall not a bad game - a draw. At the end I still had the Warhound and defiler undamaged, and the marine squad with a lascannon had lost 1 model. The enemy was a bit of a mess - 2 crisis suits (full strength squad), 2 crisis suits (over half strength squad) ethereal and firewarriors (over half strength), 2 fire warrior squads (under half strength), and a mostly intact pathfinder squad (only lost 1 model all game). We worked the difference out at about 100pts in my favour. Considering the risk of the Warhound I was happy with the result
Next time I'll definitely try some autocannons, maybe dump the raptors for another marine squad with rhino. I might also take a tooled up Lord - a basic Lt with just 2 weapons doesn't last long.
I didn't get chance to take any pics - just one at the start, and a couple at the end. Check them out in
my gallery.