Don't really like either plan, so I'm making my own. With blackjack and hookers.
[X] Plan Cripple and Consolidate
-[X] Cripple Warboss Scalpchoppa's Horde by deploying the rest of your knights - A few Courts of Aesir Knights should be enough to wipe out Scalpchoppa's Gargents allowing the rest of your superheavies to be withdrawn..
-[X] Cripple Warboss Eadwhacka's Horde by deploying Helltroopers -A few Divisions of Avernite Helltroopers will be enough to massacre the elites within Eadwhacka's Horde before Headcrusha reaches Khazad-dum
-[X] Cripple the minor warbosses by deploying sixty-eight Helltrooper Divisions (out of 75) - by deploying your Helltroopers to the minor cities currently under siege you should be able to cause enough damage to their besiegers to make it safe to pull out almost all of your forces to help combat Headcrusha's Horde
--[X] General Schwarz
-[X] None- Preserve your fighters for latter.
-[X] Harassment Option 1: Remain back- This will preserve your harassment forces for later actions.
-[X]Scry and Fry- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.
-[X] Psyker Support - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
-[X] Air Defence- Your Pyromancers and Teleknetics could turn their attention to taking out the Orks aircraft.
The main difference here is I'm keeping harassment and air forces back. My logic there is that said forces will be extremely valuable when the time comes to mop up the broken hordes and thus far harassment has proven ineffective at eliminating aces—which, along with Headcrusha, are the main threat to the city.
Scry and Fry is continuing, as at its current pace it will have eliminated a serious ace for the coming fight—we're going to have real problems countering the concentration of force Headcrusha and the Gargants represent, and them having Great Gargants would make it significantly worse. Psyker Support continues because we're going to have a good number of high value units active this phase in the countering/breaking current hordes, and Air Defense as that will speed up our ability to safely send out our air force and the primary competing in-specialty use of our Pyromancers and Telekinetics is Scry and Fry, which doesn't need to do as much damage as the last couple turns to eliminate the Great Gargants.