What problems have you had with the running of the campaign? I can identify two main issues compared to how I would have done things had this been a 1 on 1 game. (The two are insufficient targeting of enemy HQ units [Sorcerers, Chaos Lords, the overall commander], a tactic that Abomination forces are weak against, and insufficient follow-up on the Troll ambush.)
Part 2:
Ridcully could've given bonuses to the fleet actions, help ground preparations, or begun getting a True Name.
Black crystal jewellery should've been lent to boost Ridcully's power during divination.
Diviners could've given bonuses to fleet actions or help ground preparations.
Sirens could've given bonuses to fleet actions or help ground preparations.
Trolls could've terrascaping the ground in preparation for the enemy or set up titan traps.
Technological terrascaping could've taken place as it would take a long time for the enemy to arrive.
Traps, hidden hard points, and other non-psychic preparations could've been done.
Part 3:
Same as Part 2, bar getting the True Name and technological terrascaping.
Part 5:
Pyromancers should've been put to rest.
Telekines should've conjured up telekinetic shields to protect our AA from suppression.
Black crystal jewellery should've been lent.
Part 6:
Trolls could've terrascaped or set up titan traps.
One of each type of choir should've been in use.
Black crystal jewellery should've been lent.
Sirens should've been on standby to break morale.
Part 7:
Xavier and pyromancy choir should've rested. They did very little damage and would've been better off resting so they could kill more daemons the turn after, which we were allowing them to summon.
Black crystal jewellery should've been lent.
Part 8
Electronic warfare. It's been a consistent -10 to the enemy throughout the entire ground war but was left out because we thought it would automatically be applied. Deathstrikes may or may not have killed more, but their morale certainly would've been affected, which means the Siren attack could've caused them to fail the second morale roll.