Although I am not a veteran of hundreds of Warhammer battles, I'll do my best to give you some outside feedback on your list.
First up, your HQ. He is viciously expensive while also being rather slow. Even if you decide to have him joining the Terminators, they will be far too slow to ever make good use of his warptime/wind of chaos combo. And if your plan was to deep strike them both together, that is another risk in itself as BOTH units MUST arrive on the same turn, otherwise they will be forcibly separated. And a separated T4 character worth over 200 points... well yes, you get the picture. :?
Continuing on your HQ, he is also a non-scoring unit. This is the great plus of the Daemon Princes, which your current leader out point-costs by quite a margin, unless you go for a similar setup but in Daemon form:
Daemon Prince
-wings
-mark of Tzeentch
-warptime
-wind of chaos
205 points.
I think that this HQ will be far more deadly and versatile, frankly. Of course, he is a visible target but a tough one at that!
Moving on to your Terminators, they look like you plan on them to go footslogging across the field, am I right? What with the reaper anyway. If not you should exchange it for a heavy flamer, weighing in at one fifth of the reaper's cost it will serve you better in a deep striking role. The assorted combi-weapons are humble and mellow, they'll do well given the right conditions.
The Possessed looks like an after thought without a transport. Those 130 points could do well in other parts of the list, which I will get to in a little bit.
The Dreadnought, while armed with the devastating plasma cannon, is a liability in that it could possibly just pivot on it's spot and fire the weapon at your own forces, twice. You do not want a pair of S7 AP2 blasts hitting your infantry, not to mention your possibly footslogging Terminators. The Dreadnought configuration I would recommend would be having it with a pair of close combat weapons, one of the arms incorporating a heavy flamer, and then exchange the bolter-arm with a missile launcher. It will turn out at the exact same points cost with the added perk of the missile launcher being able to fire frag missiles at yourself, reducing the risk it presents.
The Marine squad looks good, although I would say that they'd need a Rhino transport. Should you give them a transport, look into exchanging the plasma guns for something else, as they will not allow you to charge into combat on the same turn that you use them.
The Berzerkers looks great, goodie goodie. Another pair of them could be added though, bringing the squad total to 10 members.
Your Raptors need more members, either 1 or 3 I would say. And also, I advice you to switch the 'claws on the champion for a power fist. It really is that potent. It also fits in better with the meltaguns as an anti-tank weapon.
Now, the Havocs are in desparate need of more members. All it takes is one casualty and then you will start losing the big guns!
I would say that you should drop the Possessed in order to give the Havocs more marines (say...8?), increase the Raptor unit by 1 soldier and provide a Rhino for your Marine squad.
Hear this out, I have managed to calculate up what I am talking about.
-drop the Possessed squad.
-exchange the plasma guns in the Marine squad for meltaguns.
+add a rhino to the Marine squad.
+add 3 members to the Havoc squad.
+add 1 member to the Raptor squad.
+add 2 members to the Berzerker squad.
This will land in at 132 points all in all, bringing you to 1500 points on the spot!
To end my gargantuan post, I would like to say that I in no way intend to change your list around without your liking. It is your list and yours alone, the advice I have supplied just shows what *I* would have done if given the option to change it. :happy:
Hope I have helped.