Traits: See, But Don't Be Seen; Cleanse + Purify;; Flesh Over Steel
Traits noted. Here we go.
Master: Termi, Iron Halo, StBolter, PW
+Terminator Command x5: 2x Ast Can, Furious Charge, 2x Chain Fists, Purity Seals
+Codicier: Termi, StShd, Fury of the Ancients
...556 (Held in Reserve)
Honestly, Furious Charge is not worth the points on Powerfist-equipped Terminators. You don't get the Initiative bonus and the Strength bonus is certainly useless against IG! If may be slightly beneficial if you intend to assault tanks, but that's what you added two Chainfists for. Save the points. Make sure the Chainfists are on the Asssault Cannon-toting Terminators.
I'd advise you to drop the Iron Halo since you already have your Master Commander in Terminator Armor. The +1 to his Invulnerable Save is not worth the cost of the Halo. Since he can't be picked out to be shot, he only needs the extra save in close combat. As a result, it would be much cheaper for you to simply equip him with a Storm Shield as you've done for your Codicier. Use some of the points to give him Terminator Honors for that extra Attack.
I have not found Purity Seals to be a worthwhile addition to Space Marine squads. I'd save the points.
Your Codicier looks fine, though you might want to add Terminator Honors and/or Master Craft his Force Weapon if you have some extra points.
Chaplain: Artificier, Honours, BPistol, Krak, Purity Seals
...128 (Joins unit of Tactical Squad, as necessary)
Again, honestly, three HQs is a huge expenditure of points. I'd drop this guy or attach him to the Terminator Command Squad in place of the Codicier if I were you.
If not, then drop the Purity Seals, he and any squad he is with are fearless, so Purity Seals are worthless on him. Also, exchange the Krak Grenades for Melta Bombs. Finally, he's a close combat unit, so see my comments below about equipping your Tactical Squads for close combat.
Venerable Dreanought: Ast Can, Hvy Flamer, XA, SLaun, SLight; Tank Hunter
...164
Search Lights are more deadly to the model they're given to than they are to the enemy. Drop them, even though they're dirt cheap. Tank Hunter is not really useful on an Assault Cannon Dreadnought. I advise dropping it. I also advise dropping the Heavy Flamer and keeping his Storm Bolter unless you give him a Drop Pod. (Paint up a Gatorade Bottle. I've made six of my own Drop Pods that way and they really look great. They're extremely inexpensive that way too.
)
Venerable is good, however, and Extra Armor and Smoke Launchers are a must for his survivability, so good job there.
Tactical Squad x10: 2x Plasma guns, Vet Sgt: Homer, PFist
...210
Tactical Squad x10: 2x Plasma guns, Vet Sgt: Homer, PFist
...210
The problem with these squads is that they are too slow to be very effective. Either give them a Rhino transport (remember, if they don't disembark, both of your Plasma Gunners may fire out of the top hatches of each Rhino. It's a neat trick if the opponent can't bring any weapons to bare on your Rhino during his next turn.
) or give them Infiltrate (my suggestion since you took the trait to do so and it's cheaper). Otherwise, they're perfect. (I use the trait Cleanse and Purify myself and either equip my 10-man/2 Plasma Gun units with a Rhino or a Drop Pod.)
Scout Squad x5: 4x SRifles, ML, Vet Sgt: Homer
...113
I'm afraid these guys don't really fit. You're going to want to get real close to his squads to Rapid Fire or for close combat. As a result, your Snipers are going to have their LOS blocked too badly to be of much use. As Windsong said, the Teleport Homer is worthless on this unit since you'll be deploying them far from the enemy's position.
My suggestion is to turn this squad into a close combat squad by issuing them each a ccw/bp then upgrading the sgt to Vet status and equipping him with a Teleport Homer and a pair of Lightning Claws or, at least, a Power Sword of Powerfist. Without the weapons, you're paying 18 points for the Teleport Homer! Your best bet might just be to drop this squad altogether and use the points for Rhinos or Drop Pods for your previous two Tactical Squads and/or a Drop Pod for your Dreadnought. Remember, Rhinos must have Extra Armor and Smoke Launchers for maximum efficiency.
Tactical Squad x10: ML, Flamer, Vet Sgt: Homer, PFist
+Rhino: SLaun
...254
Devastator Squad x10: 2x PlasCan, 2x HvBolter, Infiltrate
...280
Here's what I suggest you do with these two squads.
First, give all of the following squads Infiltrate.
Now, using the Marine models in these two squads and adding some with the points you've saved from dropping the Scout Squad, make yourself two 5- or 6-man Tactical squads with a Plasma Cannon and Plasma Gun (if you have more) each. (6-man squads are better.) Then, make a single 5- or 6-man (again, 6 is better) Devastator Squad with both of the Heavy Bolters and the Missile Launcher. You'll save a lot of points putting the Plasma Cannons in Tactical squads rather than Devastator Squads. You may even have enough points left for another Tactical Squad to give the Missile Launcher to. That would be ideal. Even better, replace the ML with a Lascannon if you have the model for it. That way all of your squads are focused instead of being Jacks-of-All-Trades, Masters-of-None.
(These shooty squads won't need transports of any kind, nor will you need to upgrade their sgts to Vet status.)
Whirlwind, as is
...85
This is a great unit, but I'm not sure it'll be of much use to you against your IG opponent. If his army list is a static gun-line, they won't be moving much so Castellan Missiles won't help you. You'll also be moving toward him so you won't need to block many enemy assaults with mine fields. Make sure you use the othe missiles (forgot their name), the ones that will explode as soon as they're fired.
Anti-Tank: None (-weakness?)
With my suggestions, you'll have lots of anti-tank, it just won't be the most powerful (i.e. Lascannons). You'll have an Assault Cannon (light or heavy vehicles), two Plasma Cannons, many Plasma Guns, and two Heavy Bolters for light vehicles, a Missile Launcher for heavier vehicles, and, finally, you'll have a load of Powerfists/Chainfists to act as anti-tank when needed. I think that should be enough.
...only problem I have is that one of the opponents I play against is a LRuss-friendly IG player, who also takes a Basilisk... So, Pie-plates are my enemy, especially S8-9 Ap3.
Again, I suggest you use Infiltrate so that you can deploy your Tactical Squads in cover for the save and spread them out more than if they're entangled in a destroyed Rhino.
One of my ideas involves taking a Cyclone ML on the Terminators...
I've never used Cyclone MLs, but they may be effective. I think Assault Cannons are better. Though the Terminator model with the Cyclone ML may fire his Storm Bolter in the same round as he fires his missile, it's not useful against tanks. The only real advantage is the added range of the Cyclone missiles.
I hope this helps,
NewHeretic