1. Do you think he will have more boyz or cans? — He will have lots more boyz. He only has three cans.
2. What is the hunters weapon? — Skyspear Missile Launcher (60", S7, AP2; Heavy 1, Armorbane, Savant Lock [misses are re-rolled the next turn as the missile homes in], Skyfire). Clarification about the Savant Lock: if you miss with a Skyspear the missile follows the target around until it hits. So on turn 1 I fire and miss. On turn 2 the missile I fired in the first round gets another try, and I fire a second missile, either at the first target or a new one. On turn 3, both missiles I fired previously get new chances to hit, etc. The only way to get rid of one of the missiles is to leave the table and enter ongoing reserve. Additional turns are taken at BS 2 though.
3. Also is the redoubts save invulnerable or cover? — Cover on the battlements. Inside a building if you're inside the building.
4. If cover anyway to re-org and get a tech marine at base cost to make the redoubt give an even better save to keep your squad alive? — Don't have a techmarine. Good idea, though.
5. Any reason to take 10 devastators? — Yes. Soak up wounds before losing the heavy weapons. Having to take 6 wounds before losing one heavy bolter might come in handy. Also, it gives me more rapid fire.
6. Will the cents be in the land raider? — Most likely for the first turn's movement, then they get out and shoot. They can't run (Slow and Purposeful), so they need the mobility. And the ability to weather an opening salvo from a looted wagon.